diff --git a/BMAP/Weapons/Slot 2/SMG.txt b/BMAP/Weapons/Slot 2/SMG.txt index 23f6e82be5..79a3cd2225 100644 --- a/BMAP/Weapons/Slot 2/SMG.txt +++ b/BMAP/Weapons/Slot 2/SMG.txt @@ -1,161 +1,405 @@ -//SMG brightmaps -//By JMartinez2098, Havcom +//New SMG brightmaps +//By MG0061 + +//Idle +brightmap sprite A1F1E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/A1F1E0.png"} +brightmap sprite A1S1E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/A1S1E0.png"} +brightmap sprite A1SUE0 {map "Brightmaps/WEAPONS/Slot 2/SMG/A1SUE0.png"} +brightmap sprite A1U1E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/A1U1E0.png"} //Draw +brightmap sprite A1F1A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/A1F1A0.png"} +brightmap sprite A1F1B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/A1F1B0.png"} brightmap sprite A1F1C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/A1F1C0.png"} -brightmap sprite A1F1D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/A1F1E.png"} -brightmap sprite A1F1E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/A1F1E.png"} -brightmap sprite A1F1Z0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/A1F1Z.png"} +brightmap sprite A1F1D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/A1F1D0.png"} +brightmap sprite A0F1B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/DrawUnloaded/A0F1B0.png"} +brightmap sprite A0F1C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/DrawUnloaded/A0F1C0.png"} +brightmap sprite A0F1D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Draw/DrawUnloaded/A0F1D0.png"} -//Zoom -brightmap sprite A1F3A0{map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3A.png"} -brightmap sprite A1F3B0{map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3B.png"} -brightmap sprite A1F3C0{map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3C.png"} -brightmap sprite A1F3D0{map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3D.png"} -brightmap sprite A1F3E0{map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3E.png" DISABLEFULLBRIGHT} -brightmap sprite A1F3F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3F.png"} -brightmap sprite A1F3G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3G.png"} +//Duals +brightmap sprite A2FLA0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FLA0.png"} +brightmap sprite A2FLB0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FLB0.png"} +brightmap sprite A2FLC0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FLC0.png"} +brightmap sprite A2FLD0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FLD0.png"} +brightmap sprite A2FRA0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FRA0.png"} +brightmap sprite A2FRB0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FRB0.png"} +brightmap sprite A2FRC0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FRC0.png"} +brightmap sprite A2FRD0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/A2FRD0.png"} + //Dual kick + brightmap sprite A2F3A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/A2F3A0.png"} + brightmap sprite A2F3B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/A2F3B0.png"} + brightmap sprite A2F3C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/A2F3C0.png"} + brightmap sprite A2F3D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/A2F3D0.png"} + brightmap sprite A2F3E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/A2F3E0.png"} + brightmap sprite A2F3F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/A2F3F0.png"} + brightmap sprite A2F3G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/unloaded/A2F3G0.png"} + brightmap sprite A2F3H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/unloaded/A2F3H0.png"} + brightmap sprite A2F3I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/unloaded/A2F3I0.png"} + brightmap sprite A2F3J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/unloaded/A2F3J0.png"} + brightmap sprite A2F4A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/A2F4A0.png"} + brightmap sprite A2F4B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/A2F4B0.png"} + brightmap sprite A2F4C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/A2F4C0.png"} + brightmap sprite A2F4D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/A2F4D0.png"} + brightmap sprite A2F4E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/A2F4E0.png"} + brightmap sprite A2F4F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/A2F4F0.png"} + brightmap sprite A2F4G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/unloaded/A2F4G0.png"} + brightmap sprite A2F4H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/unloaded/A2F4H0.png"} + brightmap sprite A2F4I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/unloaded/A2F4I0.png"} + brightmap sprite A2F4J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/unloaded/A2F4J0.png"} + brightmap sprite A2F4K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/unloaded/A2F4K0.png"} + brightmap sprite A2F4L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Kick/left/right/unloaded/A2F4L0.png"} + //Dual Reload + brightmap sprite 09 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/09.png"} + brightmap sprite 10 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/10.png"} + brightmap sprite 11 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/11.png"} + brightmap sprite 15 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/15.png"} + brightmap sprite 16 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/16.png"} + brightmap sprite 17 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/17.png"} + brightmap sprite 18 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/18.png"} + brightmap sprite 19 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/19.png"} + brightmap sprite A3F4A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4A0.png"} + brightmap sprite A3F4B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4B0.png"} + brightmap sprite A3F4C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4C0.png"} + brightmap sprite A3F4D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4D0.png"} + brightmap sprite A3F4E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4E0.png"} + brightmap sprite A3F4F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4F0.png"} + brightmap sprite A3F4G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4G0.png"} + brightmap sprite A3F4H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Reload/A3F4H0.png"} + //Dual Select + brightmap sprite A2L3A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2L3A0.png"} + brightmap sprite A2L3B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2L3B0.png"} + brightmap sprite A2L3C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2L3C0.png"} + brightmap sprite A2L3D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2L3D0.png"} + brightmap sprite A2L3E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/Unloaded/A2L3E0.png"} + brightmap sprite A2L3F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/Unloaded/A2L3F0.png"} + brightmap sprite A2L3G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/Unloaded/A2L3G0.png"} + brightmap sprite A2R3A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2R3A0.png"} + brightmap sprite A2R3B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2R3B0.png"} + brightmap sprite A2R3C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2R3C0.png"} + brightmap sprite A2R3D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/A2R3D0.png"} + brightmap sprite A2R3E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/Unloaded/A2R3E0.png"} + brightmap sprite A2R3F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/Unloaded/A2R3F0.png"} + ////SelectDW + brightmap sprite A1F2A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/A1F2A0.png"} + brightmap sprite A1F2B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/A1F2B0.png"} + brightmap sprite A1F2C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/A1F2C0.png"} + brightmap sprite A1F2D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/A1F2D0.png"} + brightmap sprite A1F2E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/A1F2E0.png"} + brightmap sprite A0F2A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/Unloaded/A0F2A0.png"} + brightmap sprite A0F2B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/Unloaded/A0F2B0.png"} + brightmap sprite A0F2C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/Unloaded/A0F2C0.png"} + brightmap sprite A0F2D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/Unloaded/A0F2D0.png"} + brightmap sprite A0F2E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Duals/Select/SelectDW/Unloaded/A0F2E0.png"} //Fire -brightmap sprite A1F1F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1F.png" disablefullbright} -brightmap sprite A1F1G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1G.png" disablefullbright} -brightmap sprite A1F1H0{map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1H.png" disablefullbright} -brightmap sprite A1F1I0{map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1I.png" disablefullbright} -brightmap sprite A1F1J0{map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1J.png" disablefullbright} -brightmap sprite A1F1K0{map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1K.png" disablefullbright} -brightmap sprite A1F1L0{map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1L.png" disablefullbright} - -//Dual Wield Select and Kick -brightmap sprite A2F3A0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F3A0.png"} -brightmap sprite A2F3B0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F3B0.png"} -brightmap sprite A2F3D0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F3D0.png"} -brightmap sprite A2F3E0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F3E0.png"} -brightmap sprite A2F3F0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F3F0.png"} -brightmap sprite A2F3G0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F3G0.png"} - -//Dual Wield Fire -brightmap sprite A2F1A0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F1A0.png" disablefullbright} -brightmap sprite A2F1B0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F1B0.png"} -brightmap sprite A2F1C0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F1B0.png"} -brightmap sprite A2F1D0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F1D0.png" disablefullbright} -brightmap sprite A2F1E0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F1E0.png"} -brightmap sprite A2F1F0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F1F0.png"} -brightmap sprite A2F2H0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F2H.png"} -brightmap sprite A2F2I0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW/A2F2I.png" disablefullbright} - -//Switch To/From Dual Wield -brightmap sprite A1F2A0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2A0.png"} -brightmap sprite A1F2B0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2B0.png"} -brightmap sprite A1F2C0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2C0.png"} -brightmap sprite A1F2D0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2D0.png" } -brightmap sprite A1F2E0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2E0.png"} -brightmap sprite A1F2F0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2F0.png"} -brightmap sprite A1F2G0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2G0.png"} -brightmap sprite A1F2H0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2H0.png"} -brightmap sprite A1F2I0{map "Brightmaps/WEAPONS/Slot 2/SMG/DW Draw/A1F2I0.png"} +brightmap sprite A1F1F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1F0.png"} +brightmap sprite A1F1G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1G0.png"} +brightmap sprite A1F1H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1H0.png"} +brightmap sprite A1F1I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1I0.png"} +brightmap sprite A1F1J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1J0.png"} +brightmap sprite A1F1K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1K0.png"} +brightmap sprite A1F1L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/A1F1L0.png"} + //Suppressed + brightmap sprite A1S1F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/suppressed/A1S1F0.png"} + brightmap sprite A1S1G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/suppressed/A1S1G0.png"} + brightmap sprite A1S1H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/suppressed/A1S1H0.png"} + brightmap sprite A1S1I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/suppressed/A1S1I0.png"} + brightmap sprite A1S1J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/suppressed/A1S1J0.png"} + brightmap sprite A1S1K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/suppressed/A1S1K0.png"} + brightmap sprite A1S1L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Fire/suppressed/A1S1L0.png"} +//HKSLAP +brightmap sprite HKSPA0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPA0.png"} +brightmap sprite HKSPB0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPB0.png"} +brightmap sprite HKSPC0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPC0.png"} +brightmap sprite HKSPD0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPD0.png"} +brightmap sprite HKSPE0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPE0.png"} +brightmap sprite HKSPF0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPF0.png"} +brightmap sprite HKSPG0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPG0.png"} +brightmap sprite HKSPH0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPH0.png"} +brightmap sprite HKSPI0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPI0.png"} +brightmap sprite HKSPJ0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPJ0.png"} +brightmap sprite HKSPK0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPK0.png"} +brightmap sprite HKSPL0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPL0.png"} +brightmap sprite HKSPM0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPM0.png"} +brightmap sprite HKSPN0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPN0.png"} +brightmap sprite HKSPO0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPO0.png"} +brightmap sprite HKSPP0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPP0.png"} +brightmap sprite HKSPQ0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPQ0.png"} +brightmap sprite HKSPR0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPR0.png"} +brightmap sprite HKSPS0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPS0.png"} +brightmap sprite HKSPT0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPT0.png"} +brightmap sprite HKSPU0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPU0.png"} +brightmap sprite HKSPV0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPV0.png"} +brightmap sprite HKSPW0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPW0.png"} +brightmap sprite HKSPX0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPX0.png"} +brightmap sprite HKSPY0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPY0.png"} +brightmap sprite HKSPZ0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSPZ0.png"} +brightmap sprite HKSQA0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSQA0.png"} +brightmap sprite HKSQB0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/HKSQB0.png"} + //suppressed + brightmap sprite HKSRA0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRA0.png"} + brightmap sprite HKSRB0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRB0.png"} + brightmap sprite HKSRC0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRC0.png"} + brightmap sprite HKSRD0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRD0.png"} + brightmap sprite HKSRE0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRE0.png"} + brightmap sprite HKSRF0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRF0.png"} + brightmap sprite HKSRG0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRG0.png"} + brightmap sprite HKSRH0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRH0.png"} + brightmap sprite HKSRI0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRI0.png"} + brightmap sprite HKSRJ0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRJ0.png"} + brightmap sprite HKSRK0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRK0.png"} + brightmap sprite HKSRL0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRL0.png"} + brightmap sprite HKSRM0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRM0.png"} + brightmap sprite HKSRN0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRN0.png"} + brightmap sprite HKSRO0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRO0.png"} + brightmap sprite HKSRP0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRP0.png"} + brightmap sprite HKSRQ0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRQ0.png"} + brightmap sprite HKSRR0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRR0.png"} + brightmap sprite HKSRS0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRS0.png"} + brightmap sprite HKSRT0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRT0.png"} + brightmap sprite HKSRU0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRU0.png"} + brightmap sprite HKSRV0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRV0.png"} + brightmap sprite HKSRW0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRW0.png"} + brightmap sprite HKSRX0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRX0.png"} + brightmap sprite HKSRY0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRY0.png"} + brightmap sprite HKSRZ0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSRZ0.png"} + brightmap sprite HKSSA0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSSA0.png"} + brightmap sprite HKSSB0 {map "Brightmaps/WEAPONS/Slot 2/SMG/HK Slap/suppressed/HKSSB0.png"} -//Kicking -brightmap sprite A1F7A0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7A0.png"} -brightmap sprite A1F7B0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7B0.png"} -brightmap sprite A1F7C0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7C0.png"} -brightmap sprite A1F7E0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7E0.png"} -brightmap sprite A1F7F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7E0.png"} -brightmap sprite A1F7G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7G0.png"} -brightmap sprite A1F7H0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7H0.png"} -brightmap sprite A1F7I0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7I0.png"} -brightmap sprite A1F7J0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7E0.png"} -brightmap sprite A1F7K0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7E0.png"} -brightmap sprite A1F7M0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7M0.png"} -brightmap sprite A1F7N0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7N0.png"} -brightmap sprite A1F7O0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F7O0.png"} +//Kick + //Normal + brightmap sprite A1F7A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7A0.png"} + brightmap sprite A1F7B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7B0.png"} + brightmap sprite A1F7C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7C0.png"} + brightmap sprite A1F7D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7D0.png"} + brightmap sprite A1F7E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7E0.png"} + brightmap sprite A1F7F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7F0.png"} + brightmap sprite A1F7G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7G0.png"} + brightmap sprite A1F7H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Normal/A1F7H0.png"} + //Silencer + brightmap sprite A4F7A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7A0.png"} + brightmap sprite A4F7B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7B0.png"} + brightmap sprite A4F7C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7C0.png"} + brightmap sprite A4F7D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7D0.png"} + brightmap sprite A4F7E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7E0.png"} + brightmap sprite A4F7F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7F0.png"} + brightmap sprite A4F7G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7G0.png"} + brightmap sprite A4F7H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Silencer/A1F7H0.png"} + //SilencerUnloaded + brightmap sprite A4Z7A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7A0.png"} + brightmap sprite A4Z7B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7B0.png"} + brightmap sprite A4Z7C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7C0.png"} + brightmap sprite A4Z7D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7D0.png"} + brightmap sprite A4Z7E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7E0.png"} + brightmap sprite A4Z7F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7F0.png"} + brightmap sprite A4Z7G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7G0.png"} + brightmap sprite A4Z7H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/SilencerUnloaded/A1F7H0.png"} + //Unloaded + brightmap sprite A1U7A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7A0.png"} + brightmap sprite A1U7B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7B0.png"} + brightmap sprite A1U7C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7C0.png"} + brightmap sprite A1U7D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7D0.png"} + brightmap sprite A1U7E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7E0.png"} + brightmap sprite A1U7F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7F0.png"} + brightmap sprite A1U7G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7G0.png"} + brightmap sprite A1U7H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Kick/Unloaded/A1F7H0.png"} -//Slide Kicking -brightmap sprite A1F8A0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8A0.png"} -brightmap sprite A1F8B0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8B0.png"} -brightmap sprite A1F8C0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8C0.png"} -brightmap sprite A1F8D0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8D0.png"} -brightmap sprite A1F8E0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8E0.png"} -brightmap sprite A1F8F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8F0.png"} -brightmap sprite A1F8G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8G0.png"} -brightmap sprite A1F8H0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8H0.png"} -brightmap sprite A1F8I0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8I0.png"} -brightmap sprite A1F8J0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8J0.png"} -brightmap sprite A1F8K0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8K0.png"} -brightmap sprite A1F8L0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8L0.png"} -brightmap sprite A1F8M0{map "Brightmaps/WEAPONS/Slot 2/SMG/Kicking/A1F8M0.png"} +//Reload + //empty to load + brightmap sprite A4F1U0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/empty to load/A4F1U0.png"} + brightmap sprite A4F1V0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/empty to load/A4F1V0.png"} + brightmap sprite A4F1W0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/empty to load/A4F1W0.png"} + brightmap sprite A4F1X0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/empty to load/A4F1X0.png"} + //loaded to empty + brightmap sprite A4F1A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1A0.png"} + brightmap sprite A4F1B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1B0.png"} + brightmap sprite A4F1C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1C0.png"} + brightmap sprite A4F1D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1D0.png"} + brightmap sprite A4F1E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1E0.png"} + brightmap sprite A4F1F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1F0.png"} + brightmap sprite A4F1G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1G0.png"} + brightmap sprite A4F1H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1H0.png"} + brightmap sprite A4F1I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1I0.png"} + brightmap sprite A4F1J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1J0.png"} + brightmap sprite A4F1K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1K0.png"} + brightmap sprite A4F1L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1L0.png"} + brightmap sprite A4F1M0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1M0.png"} + brightmap sprite A4F1N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1N0.png"} + brightmap sprite A4F1O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1O0.png"} + brightmap sprite A4F1P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1P0.png"} + brightmap sprite A4F1Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1Q0.png"} + brightmap sprite A4F1R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1R0.png"} + brightmap sprite A4F1S0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1S0.png"} + brightmap sprite A4F1T0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/unloaded empty whatever/loaded to empty/A4F1T0.png"} +brightmap sprite A1F4A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4A0.png"} +brightmap sprite A1F4B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4B0.png"} +brightmap sprite A1F4C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4C0.png"} +brightmap sprite A1F4D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4D0.png"} +brightmap sprite A1F4E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4E0.png"} +brightmap sprite A1F4F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4F0.png"} +brightmap sprite A1F4G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4G0.png"} +brightmap sprite A1F4H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4H0.png"} +brightmap sprite A1F4I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4I0.png"} +brightmap sprite A1F4J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4J0.png"} +brightmap sprite A1F4K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4K0.png"} +brightmap sprite A1F4L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4L0.png"} +brightmap sprite A1F4M0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4M0.png"} +brightmap sprite A1F4N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4N0.png"} +brightmap sprite A1F4O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4O0.png"} +brightmap sprite A1F4P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4P0.png"} +brightmap sprite A1F4Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4Q0.png"} +brightmap sprite A1F4R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4R0.png"} +brightmap sprite A1F4S0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4S0.png"} +brightmap sprite A1F4T0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4T0.png"} +brightmap sprite A1F4U0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4U0.png"} +brightmap sprite A1F4V0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4V0.png"} +brightmap sprite A1F4W0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4W0.png"} +brightmap sprite A1F4X0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4X0.png"} +brightmap sprite A1F4Y0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4Y0.png"} +brightmap sprite A1F4Z0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4Z0.png"} +brightmap sprite A1F5A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5A0.png"} +brightmap sprite A1F5B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5B0.png"} +brightmap sprite A1F5C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5C0.png"} +brightmap sprite A1F5D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5D0.png"} +brightmap sprite A1F5E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5E0.png"} +brightmap sprite A1F5F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5F0.png"} +brightmap sprite A1F5G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5G0.png"} +brightmap sprite A1F5H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5H0.png"} +brightmap sprite A1F5I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5I0.png"} +brightmap sprite A1F5J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5J0.png"} +brightmap sprite A1F5K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5K0.png"} +brightmap sprite A1F5L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F5L0.png"} //Respect -brightmap sprite A1F5F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F5F0.png"} -brightmap sprite A1F5G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F5G0.png"} -brightmap sprite A1F5H0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F5H0.png"} -brightmap sprite A1F5I0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F5I0.png"} -brightmap sprite A1F6Y0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F6Y0.png"} -brightmap sprite A1F6Z0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F6Z0.png"} -brightmap sprite A1F7A0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F7A0.png"} -brightmap sprite A1F7B0{map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A1F7B0.png"} - -//Reload -brightmap sprite A1F4A0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4A0.png"} -brightmap sprite A1F4B0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4B0.png"} -brightmap sprite A1F4C0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4C0.png"} -brightmap sprite A1F4D0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4D0.png"} -brightmap sprite A1F4E0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4D0.png"} -brightmap sprite A1F4F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4D0.png"} -brightmap sprite A1F4G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4D0.png"} -brightmap sprite A1F4H0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4D0.png"} -brightmap sprite A1F4I0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4D0.png"} -brightmap sprite A1F4J0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4J0.png"} -brightmap sprite A1F4K0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4K0.png"} -brightmap sprite A1F4M0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4M0.png"} -brightmap sprite A1F4N0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4N0.png"} -brightmap sprite A1F4O0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4O0.png"} -brightmap sprite A1F4P0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4O0.png"} -brightmap sprite A1F4Q0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4O0.png"} -brightmap sprite A1F4R0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4O0.png"} -brightmap sprite A1F4S0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4S0.png"} -brightmap sprite A1F4T0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4T0.png"} -brightmap sprite A1F4U0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4U0.png"} -brightmap sprite A1F4V0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4V0.png"} -brightmap sprite A1F4W0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4W0.png"} -brightmap sprite A1F4X0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4X0.png"} -brightmap sprite A1F4Y0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4Y0.png"} -brightmap sprite A1F4Z0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A1F4Z0.png"} +brightmap sprite A5F5A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5A0.png"} +brightmap sprite A5F5B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5B0.png"} +brightmap sprite A5F5C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5C0.png"} +brightmap sprite A5F5D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5D0.png"} +brightmap sprite A5F5E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5E0.png"} +brightmap sprite A5F5F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5F0.png"} +brightmap sprite A5F5G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5G0.png"} +brightmap sprite A5F5H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5H0.png"} +brightmap sprite A5F5I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5I0.png"} +brightmap sprite A5F5J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5J0.png"} +brightmap sprite A5F5K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5K0.png"} +brightmap sprite A5F5L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5L0.png"} +brightmap sprite A5F5M0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5M0.png"} +brightmap sprite A5F5N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5N0.png"} +brightmap sprite A5F5O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F5O0.png"} +brightmap sprite A5F6G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6G0.png"} +brightmap sprite A5F6H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6H0.png"} +brightmap sprite A5F6I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6I0.png"} +brightmap sprite A5F6J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6J0.png"} +brightmap sprite A5F6K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6K0.png"} +brightmap sprite A5F6L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6L0.png"} +brightmap sprite A5F6M0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6M0.png"} +brightmap sprite A5F6N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6N0.png"} +brightmap sprite A5F6O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6O0.png"} +brightmap sprite A5F6P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6P0.png"} +brightmap sprite A5F6Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6Q0.png"} +brightmap sprite A5F6R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6R0.png"} +brightmap sprite A5F6S0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6S0.png"} +brightmap sprite A5F6T0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6T0.png"} +brightmap sprite A5F6U0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6U0.png"} +brightmap sprite A5F6V0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6V0.png"} +brightmap sprite A5F6W0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6W0.png"} +brightmap sprite A5F6X0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6X0.png"} +brightmap sprite A5F6Y0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6Y0.png"} +brightmap sprite A5F6Z0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F6Z0.png"} +brightmap sprite A5F7A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7A0.png"} +brightmap sprite A5F7B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7B0.png"} +brightmap sprite A5F7C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7C0.png"} +brightmap sprite A5F7D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7D0.png"} +brightmap sprite A5F7E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7E0.png"} +brightmap sprite A5F7F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7F0.png"} +brightmap sprite A5F7G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7G0.png"} +brightmap sprite A5F7H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7H0.png"} +brightmap sprite A5F7I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7I0.png"} +brightmap sprite A5F7J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7J0.png"} +brightmap sprite A5F7K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7K0.png"} +brightmap sprite A5F7L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7L0.png"} +brightmap sprite A5F7M0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7M0.png"} +brightmap sprite A5F7N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7N0.png"} +brightmap sprite A5F7O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7O0.png"} +brightmap sprite A5F7P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7P0.png"} +brightmap sprite A5F7Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7Q0.png"} +brightmap sprite A5F7R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7R0.png"} +brightmap sprite A5F7S0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7S0.png"} +brightmap sprite A5F7T0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7T0.png"} +brightmap sprite A5F7U0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F7U0.png"} +brightmap sprite A5F8D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F8D0.png"} +brightmap sprite A5F8E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F8E0.png"} +brightmap sprite A5F8F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F8F0.png"} +brightmap sprite A5F8G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Respect/A5F8G0.png"} -//Reload Chamber -brightmap sprite A2F4A0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4A0.png"} -brightmap sprite A2F4B0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4B0.png"} -brightmap sprite A2F4C0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4C0.png"} -brightmap sprite A2F4D0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4D0.png"} -brightmap sprite A2F4E0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4E0.png"} -brightmap sprite A2F4F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4F0.png"} -brightmap sprite A2F4G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4G0.png"} -brightmap sprite A2F4H0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4H0.png"} -brightmap sprite A2F4I0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4I0.png"} -brightmap sprite A2F4J0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4J0.png"} -brightmap sprite A2F4K0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4K0.png"} -brightmap sprite A2F4L0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4L0.png"} -brightmap sprite A2F4M0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4M0.png"} -brightmap sprite A2F4N0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4N0.png"} -brightmap sprite A2F4O0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4O0.png"} -brightmap sprite A2F4P0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4O0.png"} -brightmap sprite A2F4Q0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A2F4O0.png"} +//Silencer +brightmap sprite A0F3A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3A0.png"} +brightmap sprite A0F3B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3B0.png"} +brightmap sprite A0F3C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3C0.png"} +brightmap sprite A0F3D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3D0.png"} +brightmap sprite A0F3E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3E0.png"} +brightmap sprite A0F3F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3F0.png"} +brightmap sprite A0F3G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3G0.png"} +brightmap sprite A0F3H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3H0.png"} +brightmap sprite A0F3I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3I0.png"} +brightmap sprite A0F3J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3J0.png"} +brightmap sprite A0F3K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3K0.png"} +brightmap sprite A0F3L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3L0.png"} +brightmap sprite A0F3M0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3M0.png"} +brightmap sprite A0F3N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3N0.png"} +brightmap sprite A0F3O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3O0.png"} +brightmap sprite A0F3P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3P0.png"} +brightmap sprite A0F3Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3Q0.png"} +brightmap sprite A0F3R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3R0.png"} +brightmap sprite A0F3S0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3S0.png"} +brightmap sprite A0F3T0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3T0.png"} +brightmap sprite A0F3U0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F3U0.png"} +brightmap sprite A0F4N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F4N0.png"} +brightmap sprite A0F4O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F4O0.png"} +brightmap sprite A0F4P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F4P0.png"} +brightmap sprite A0F4Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F4Q0.png"} +brightmap sprite A0F4R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/A0F4R0.png"} +//empty + brightmap sprite A4F3A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3A0.png"} + brightmap sprite A4F3B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3B0.png"} + brightmap sprite A4F3C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3C0.png"} + brightmap sprite A4F3D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3D0.png"} + brightmap sprite A4F3E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3E0.png"} + brightmap sprite A4F3F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3F0.png"} + brightmap sprite A4F3G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3G0.png"} + brightmap sprite A4F3H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3H0.png"} + brightmap sprite A4F3I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3I0.png"} + brightmap sprite A4F3J0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3J0.png"} + brightmap sprite A4F3K0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3K0.png"} + brightmap sprite A4F3L0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3L0.png"} + brightmap sprite A4F3M0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3M0.png"} + brightmap sprite A4F3N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3N0.png"} + brightmap sprite A4F3O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3O0.png"} + brightmap sprite A4F3P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3P0.png"} + brightmap sprite A4F3Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3Q0.png"} + brightmap sprite A4F3R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3R0.png"} + brightmap sprite A4F3S0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3S0.png"} + brightmap sprite A4F3T0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3T0.png"} + brightmap sprite A4F3U0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F3U0.png"} + brightmap sprite A1F4A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A1F4A0.png"} + brightmap sprite A4F4N0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F4N0.png"} + brightmap sprite A4F4O0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F4O0.png"} + brightmap sprite A4F4P0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F4P0.png"} + brightmap sprite A4F4Q0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F4Q0.png"} + brightmap sprite A4F4R0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Silencer/empty/A4F4R0.png"} -//Reload Chamber -brightmap sprite A3F4A0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4A0.png"} -brightmap sprite A3F4B0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4A0.png"} -brightmap sprite A3F4C0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4A0.png"} -brightmap sprite A3F4D0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4D0.png"} -brightmap sprite A3F4E0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4D0.png"} -brightmap sprite A3F4F0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4D0.png"} -brightmap sprite A3F4G0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4D0.png"} -brightmap sprite A3F4H0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4D0.png"} -brightmap sprite A3F4I0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4D0.png"} -brightmap sprite A3F4J0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4J0.png"} -brightmap sprite A3F4K0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4K0.png"} -brightmap sprite A3F4L0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4L0.png"} -brightmap sprite A3F4M0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4M0.png"} -brightmap sprite A3F4N0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4N0.png"} -brightmap sprite A3F4O0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4O0.png"} -brightmap sprite A3F4P0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4O0.png"} -brightmap sprite A3F4Q0{map "Brightmaps/WEAPONS/Slot 2/SMG/Reload/A3F4O0.png"} +//Zoom +brightmap sprite A1F3A0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3A0.png"} +brightmap sprite A1F3B0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3B0.png"} +brightmap sprite A1F3C0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3C0.png"} +brightmap sprite A1F3D0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3D0.png"} +brightmap sprite A1F3E0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3E0.png"} +brightmap sprite A1F3F0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/A1F3F0.png"} + //Fire + brightmap sprite A1F6G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1F6G0.png"} + brightmap sprite A1F6H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1F6H0.png"} + brightmap sprite A1F6I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1F6I0.png"} + brightmap sprite A1F3G0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1F3G0.png"} + brightmap sprite A1F3H0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1F3H0.png"} + brightmap sprite A1F3I0 {map "Brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1F3I0.png"} diff --git a/CVARINFO b/CVARINFO index 373242fed5..b1e15599e1 100644 --- a/CVARINFO +++ b/CVARINFO @@ -584,4 +584,6 @@ nosave string gb_custom_weapon_order = ""; user bool pb_usenewwhizby = false; user float pb_tailvolume = 1.0; -server bool pb_cheapcasings = true; \ No newline at end of file +server bool pb_cheapcasings = true; + +user int pb_gunsmoketype = 0; \ No newline at end of file diff --git a/DECALDEF.BulletHoles b/DECALDEF.BulletHoles new file mode 100644 index 0000000000..696a7562ee --- /dev/null +++ b/DECALDEF.BulletHoles @@ -0,0 +1,371 @@ +fader BulletGlowFader +{ + DecayStart 0.5 + DecayTime 2 +} + +stretcher BulletGlowScaler +{ + GoalX 0.5 + GoalY 0.5 + StretchStart 0 + StretchTime 0.2 +} + +combiner BulletGlowProperties +{ + BulletGlowScaler + BulletGlowFader +} + +//////////////////////////////// +// Concrete +//////////////////////////////// + +decal ConcreteBullethole_1 +{ + pic "GRAPHICS/Decals/Bulletholes/concrete/concrete_shot1.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decal ConcreteBullethole_2 +{ + pic "GRAPHICS/Decals/Bulletholes/concrete/concrete_shot2.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decal ConcreteBullethole_3 +{ + pic "GRAPHICS/Decals/Bulletholes/concrete/concrete_shot3.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decal ConcreteBullethole_4 +{ + pic "GRAPHICS/Decals/Bulletholes/concrete/concrete_shot4.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decal ConcreteBullethole_5 +{ + pic "GRAPHICS/Decals/Bulletholes/concrete/concrete_shot5.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decalgroup ConcreteBullethole { + ConcreteBullethole_1 1 + ConcreteBullethole_2 1 + ConcreteBullethole_3 1 + ConcreteBullethole_4 1 + ConcreteBullethole_5 1 +} + +Decal ConcreteWithGlow_1 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal ConcreteBullethole_1 +} + +Decal ConcreteWithGlow_2 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal ConcreteBullethole_2 +} + +Decal ConcreteWithGlow_3 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal ConcreteBullethole_3 +} + +Decal ConcreteWithGlow_4 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal ConcreteBullethole_4 +} + +Decal ConcreteWithGlow_5 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal ConcreteBullethole_5 +} + +decalgroup ConcreteWithGlow { + ConcreteWithGlow_1 1 + ConcreteWithGlow_2 1 + ConcreteWithGlow_3 1 + ConcreteWithGlow_4 1 + ConcreteWithGlow_5 1 +} + +//////////////////////////////// +// Metal +//////////////////////////////// + +decal MetalBullethole_1 +{ + pic "GRAPHICS/Decals/Bulletholes/metal/metal_shot1.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decal MetalBullethole_2 +{ + pic "GRAPHICS/Decals/Bulletholes/metal/metal_shot2.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decal MetalBullethole_3 +{ + pic "GRAPHICS/Decals/Bulletholes/metal/metal_shot3.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decal MetalBullethole_4 +{ + pic "GRAPHICS/Decals/Bulletholes/metal/metal_shot4.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + //randomflipy +} + +decalgroup MetalBullethole { + MetalBullethole_1 1 + MetalBullethole_2 1 + MetalBullethole_3 1 + MetalBullethole_4 1 +} + +Decal MetalWithGlow_1 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal MetalBullethole_1 +} + +Decal MetalWithGlow_2 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal MetalBullethole_2 +} + +Decal MetalWithGlow_3 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal MetalBullethole_3 +} + +Decal MetalWithGlow_4 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal MetalBullethole_4 +} + +decalgroup MetalWithGlow { + MetalWithGlow_1 1 + MetalWithGlow_2 1 + MetalWithGlow_3 1 + MetalWithGlow_4 1 +} + +//////////////////////////////// +// Wood +//////////////////////////////// + +decal WoodBullethole_1 +{ + pic "GRAPHICS/Decals/Bulletholes/wood/wood_shot1.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + randomflipy +} + +decal WoodBullethole_2 +{ + pic "GRAPHICS/Decals/Bulletholes/wood/wood_shot2.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + randomflipy +} + +decal WoodBullethole_3 +{ + pic "GRAPHICS/Decals/Bulletholes/wood/wood_shot3.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + randomflipy +} + +decal WoodBullethole_4 +{ + pic "GRAPHICS/Decals/Bulletholes/wood/wood_shot4.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + randomflipy +} + +decal WoodBullethole_5 +{ + pic "GRAPHICS/Decals/Bulletholes/wood/wood_shot5.png" + x-scale 0.5 + y-scale 0.5 + randomflipx + randomflipy +} + +decalgroup WoodBullethole { + WoodBullethole_1 1 + WoodBullethole_2 1 + WoodBullethole_3 1 + WoodBullethole_4 1 + WoodBullethole_5 1 +} + +Decal WoodWithGlow_1 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal WoodBullethole_1 +} + +Decal WoodWithGlow_2 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal WoodBullethole_2 +} + +Decal WoodWithGlow_3 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal WoodBullethole_3 +} + +Decal WoodWithGlow_4 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal WoodBullethole_4 +} + +Decal WoodWithGlow_5 { + Animator BulletGlowProperties + Fullbright + pic "GRAPHICS/Decals/Bulletholes/shotglow.png" + x-scale 0.25 + y-scale 0.25 + add 1 + randomflipx + randomflipy + lowerdecal WoodBullethole_5 +} + +decalgroup WoodWithGlow { + WoodWithGlow_1 1 + WoodWithGlow_2 1 + WoodWithGlow_3 1 + WoodWithGlow_4 1 + WoodWithGlow_5 1 +} diff --git a/GRAPHICS/DMR/DMR_R.png b/GRAPHICS/DMR/DMR_R.png index 05e954b54d..1911a8b6af 100644 Binary files a/GRAPHICS/DMR/DMR_R.png and b/GRAPHICS/DMR/DMR_R.png differ diff --git a/GRAPHICS/DMR/H4F6G0HD.png b/GRAPHICS/DMR/H4F6G0HD.png index 19e3e8695e..626d97bcb2 100644 Binary files a/GRAPHICS/DMR/H4F6G0HD.png and b/GRAPHICS/DMR/H4F6G0HD.png differ diff --git a/GRAPHICS/decals/Bulletholes/concrete/SHOT1.png b/GRAPHICS/decals/Bulletholes/concrete/SHOT1.png new file mode 100644 index 0000000000..a071c3201c Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/concrete/SHOT1.png differ diff --git a/GRAPHICS/decals/Bulletholes/concrete/SHOT2.png b/GRAPHICS/decals/Bulletholes/concrete/SHOT2.png new file mode 100644 index 0000000000..d2a381f949 Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/concrete/SHOT2.png differ diff --git a/GRAPHICS/decals/Bulletholes/concrete/SHOT3.png b/GRAPHICS/decals/Bulletholes/concrete/SHOT3.png new file mode 100644 index 0000000000..16f190682e Binary files /dev/null and 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Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/shot5.png differ diff --git a/GRAPHICS/decals/Bulletholes/shotglow.png b/GRAPHICS/decals/Bulletholes/shotglow.png new file mode 100644 index 0000000000..041c61720d Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/shotglow.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/shot1.png b/GRAPHICS/decals/Bulletholes/wood/shot1.png new file mode 100644 index 0000000000..b5f654cb8e Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/shot1.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/shot2.png b/GRAPHICS/decals/Bulletholes/wood/shot2.png new file mode 100644 index 0000000000..71b81a744f Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/shot2.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/shot3.png b/GRAPHICS/decals/Bulletholes/wood/shot3.png new file mode 100644 index 0000000000..176592b44d Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/shot3.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/shot4.png b/GRAPHICS/decals/Bulletholes/wood/shot4.png new file mode 100644 index 0000000000..67385e1e1a Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/shot4.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/shot5.png b/GRAPHICS/decals/Bulletholes/wood/shot5.png new file mode 100644 index 0000000000..5f98b93861 Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/shot5.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/wood_shot1.png b/GRAPHICS/decals/Bulletholes/wood/wood_shot1.png new file mode 100644 index 0000000000..5e1b6a38a9 Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/wood_shot1.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/wood_shot2.png b/GRAPHICS/decals/Bulletholes/wood/wood_shot2.png new file mode 100644 index 0000000000..5223d7f665 Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/wood_shot2.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/wood_shot3.png b/GRAPHICS/decals/Bulletholes/wood/wood_shot3.png new file mode 100644 index 0000000000..5156e72934 Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/wood_shot3.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/wood_shot4.png b/GRAPHICS/decals/Bulletholes/wood/wood_shot4.png new file mode 100644 index 0000000000..b96b707d51 Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/wood_shot4.png differ diff --git a/GRAPHICS/decals/Bulletholes/wood/wood_shot5.png b/GRAPHICS/decals/Bulletholes/wood/wood_shot5.png new file mode 100644 index 0000000000..17a6ba53a2 Binary files /dev/null and b/GRAPHICS/decals/Bulletholes/wood/wood_shot5.png differ diff --git a/GRAPHICS/decals/hl2 uncompressed bullet decals-1.zip b/GRAPHICS/decals/hl2 uncompressed bullet decals-1.zip new file mode 100644 index 0000000000..f89b157787 Binary files /dev/null and b/GRAPHICS/decals/hl2 uncompressed bullet decals-1.zip differ diff --git a/MENUDEF.txt b/MENUDEF.txt index e26da02ad8..be855f5313 100644 --- a/MENUDEF.txt +++ b/MENUDEF.txt @@ -340,8 +340,8 @@ OptionMenu "GameplaySettings" StaticText " " - Slider "$PB_RECOIL_VERTICAL", "pb_weapon_recoil_mod_vertical", 0.0, 3.0, 0.05, 2 - Slider "$PB_RECOIL_HORIZONTAL", "pb_weapon_recoil_mod_horizontal", 0.0, 3.0, 0.05, 2 + Slider "$PB_RECOIL_VERTICAL", "pb_weapon_recoil_mod_vertical", 0.0, 2.0, 0.1, 2 + Slider "$PB_RECOIL_HORIZONTAL", "pb_weapon_recoil_mod_horizontal", 0.0, 2.0, 0.1, 2 StaticText "$PB_RECOIL_DESC" Option "$PB_RECOIL_EXTRA", "pb_weapon_recoil_extra_weapons", YesNo StaticText "$PB_RECOIL_EXTRA_DESC" diff --git a/MODELS/Definitions/SpecialEffects.txt b/MODELS/Definitions/SpecialEffects.txt index c299ea8687..be0b9c8015 100644 --- a/MODELS/Definitions/SpecialEffects.txt +++ b/MODELS/Definitions/SpecialEffects.txt @@ -1,7 +1,7 @@ Model ShrapnelParticle // Name of actor in DECORATE { Path "Models/Projectiles" // Path to model in PK3 - SKIN 0 "tracer1.tga" // Model index, model file + SKIN 0 "sparkle.png" // Model index, model file MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom) Scale 3.5 3.5 3.5 // Scale values PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles @@ -13,7 +13,7 @@ Model ShrapnelParticle // Name of actor in DECORATE Model SparkX // Name of actor in DECORATE { Path "Models/Projectiles" // Path to model in PK3 - SKIN 0 "tracer1.tga" // Model index, model file + SKIN 0 "sparkle.png" // Model index, model file MODEL 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom) Scale 2.0 2.0 2.0 // Scale values PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles @@ -24,7 +24,7 @@ Model HitSpark // Name of actor in DECORATE { Path "Models/Projectiles" // Path to model in PK3 Model 0 "tracer.md3" // Model index, model file - Skin 0 "tracer2.png" // Model index, texture (can be in any format supported by GZDoom) + Skin 0 "sparkle.png" // Model index, texture (can be in any format supported by GZDoom) Scale 1.5 1.5 6.0 // Scale values PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles FrameIndex SPKO S 0 0 // The sprite lump, sprite frame, model index, frame number @@ -34,7 +34,7 @@ Model UnModHitSpark // Name of actor in DECORATE { Path "Models/Projectiles" // Path to model in PK3 Model 0 "tracer.md3" // Model index, model file - Skin 0 "tracer2.png" // Model index, texture (can be in any format supported by GZDoom) + Skin 0 "sparkle.png" // Model index, texture (can be in any format supported by GZDoom) Scale 1.5 1.5 6.0 // Scale values PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles FrameIndex SPKO S 0 0 // The sprite lump, sprite frame, model index, frame number @@ -43,7 +43,7 @@ Model HitSpark22 // Name of actor in DECORATE { Path "Models/Projectiles" // Path to model in PK3 Model 0 "tracer.md3" // Model index, model file - Skin 0 "tracer2.png" // Model index, texture (can be in any format supported by GZDoom) + Skin 0 "sparkle.png" // Model index, texture (can be in any format supported by GZDoom) Scale 1.5 1.5 6.0 // Scale values PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles FrameIndex SPKO S 0 0 // The sprite lump, sprite frame, model index, frame number @@ -53,7 +53,7 @@ Model HitSpark23 // Name of actor in DECORATE { Path "Models/Projectiles" // Path to model in PK3 Model 0 "tracer.md3" // Model index, model file - Skin 0 "tracer2.png" // Model index, texture (can be in any format supported by GZDoom) + Skin 0 "sparkle.png" // Model index, texture (can be in any format supported by GZDoom) Scale 1.5 1.5 6.0 // Scale values PITCHFROMMOMENTUM // A flag that will fix the model pitch for projectiles FrameIndex SPKO S 0 0 // The sprite lump, sprite frame, model index, frame number diff --git a/MODELS/PROJECTILES/sparkle.png b/MODELS/PROJECTILES/sparkle.png new file mode 100644 index 0000000000..77de62cf51 Binary files /dev/null and b/MODELS/PROJECTILES/sparkle.png differ diff --git a/SBARINFO b/SBARINFO deleted file mode 100644 index 7e1f889b6e..0000000000 --- a/SBARINFO +++ /dev/null @@ -1,6 +0,0 @@ -mugshot "GodAnimated", Health2 { {SG00, SG01, SG02} 17; } -mugshot "XDeath" { XDTH0 -1; } -mugshot "Death.ExplosiveImpact" { XDTH0 -1; } -mugshot "BerserkGrin" { BER0 70; } -mugshot "SoulsphereGrin" { SOL0 70; } -mugshot "MegasphereGrin" { MEG0 70; } \ No newline at end of file diff --git a/SNDINFO b/SNDINFO index 923579059e..9367bce726 100644 --- a/SNDINFO +++ b/SNDINFO @@ -282,20 +282,6 @@ Machete/Yum4 MCHYUM4 Machete/Yum5 MCHYUM5 Machete/Yum6 MCHYUM6 -//SMG's -weapons/smg_up DSRAIEQ -weapons/smg_out DSRAIFOU -weapons/smg_in DSRAIFIN -weapons/smg_click DSRAIFCK -weapons/smg_magfly1 DSRAICU -weapons/smg_magfly2 DSRAICV - -$Random ZSpecOps/MGun { ZSPCMGN1 ZSPCMGN2 } -ZSPCMGN1 DSRAIFR1 -ZSPCMGN2 DSRAIFR2 -$Limit ZSpecOps/MGun 0 -$rolloff ZSpecOps/MGun 100 2200 - //MINES MINE001 MINE001 MINE002 MINE002 @@ -613,129 +599,12 @@ BHITDIR5 BHITDIR5 //Fans and electrical stuff floor/elec1 dselec1 $limit floor/elec1 20 -// Default / Ground -step/default1 DSSTP1 -step/default2 DSSTP2 -step/default3 DSSTP3 -step/default4 DSSTP4 -$random step/default { step/default1 step/default2 step/default3 step/default4 } -// Water -step/water1 DSWTR1 -step/water2 DSWTR2 -step/water3 DSWTR3 -step/water4 DSWTR4 -$random step/water { step/water1 step/water2 step/water3 step/water4 } water/bulletsplash DSSPLAS3 world/watersplash splash1 $volume world/watersplash 0.3 $rolloff world/watersplash 300 300 bigspl1 bigspl1 $limit world/watersplash 1 -// Carpet -step/carpet1 DSCARP1 -step/carpet2 DSCARP2 -step/carpet3 DSCARP3 -$random step/carpet { step/carpet1 step/carpet2 step/carpet3 } -// Dirt -step/dirt1 DSDIRT1 -step/dirt2 DSDIRT2 -step/dirt3 DSDIRT3 -step/dirt4 DSDIRT4 -step/dirt5 DSDIRT5 -step/dirt6 DSDIRT6 -$random step/dirt { step/dirt1 step/dirt2 step/dirt3 step/dirt4 step/dirt5 step/dirt6 } -// Gravel -step/gravel1 DSGRAV1 -step/gravel2 DSGRAV2 -step/gravel3 DSGRAV3 -step/gravel4 DSGRAV4 -$random step/gravel { step/gravel1 step/gravel2 step/gravel3 step/gravel4 } -// Hard -step/hard1 DSHARD1 -step/hard2 DSHARD2 -step/hard3 DSHARD3 -step/hard4 DSHARD4 -step/hard5 DSHARD5 -step/hard6 DSHARD6 -$random step/hard { step/hard1 step/hard2 step/hard3 step/hard4 step/hard5 step/hard6 } -// Metal A -step/metal/a1 DSMET01 -step/metal/a2 DSMET02 -step/metal/a3 DSMET03 -step/metal/a4 DSMET04 -step/metal/a5 DSMET05 -step/metal/a6 DSMET06 -$random step/metal/a { step/metal/a1 step/metal/a2 step/metal/a3 step/metal/a4 step/metal/a5 step/metal/a6 } -// Metal B (Thin Metals, Girders) -step/metal/b1 DSMET201 -step/metal/b2 DSMET202 -step/metal/b3 DSMET203 -step/metal/b4 DSMET204 -$random step/metal/b { step/metal/b1 step/metal/b2 step/metal/b3 step/metal/b4 } -// Rock -step/rock1 DSROCK1 -step/rock2 DSROCK2 -step/rock3 DSROCK3 -step/rock4 DSROCK4 -step/rock5 DSROCK5 -step/rock6 DSROCK6 -step/rock7 DSROCK7 -step/rock8 DSROCK8 -$random step/rock { step/rock1 step/rock2 step/rock3 step/rock4 step/rock5 step/rock6 step/rock7 step/rock8 } -// Snow -step/snow1 DSSNOW1 -step/snow2 DSSNOW2 -step/snow3 DSSNOW3 -step/snow4 DSSNOW4 -step/snow5 DSSNOW5 -step/snow6 DSSNOW6 -$random step/snow { step/snow1 step/snow2 step/snow3 step/snow4 step/snow5 step/snow6 } -// Tile A -step/tile/a1 DSTILE01 -step/tile/a2 DSTILE02 -step/tile/a3 DSTILE03 -step/tile/a4 DSTILE04 -step/tile/a5 DSTILE05 -step/tile/a6 DSTILE06 -$random step/tile/a { step/tile/a1 step/tile/a2 step/tile/a3 step/tile/a4 step/tile/a5 step/tile/a6 } -// Tile B (Hallways, Marble/Finer Tiles) -step/tile/b1 DSTILE21 -step/tile/b2 DSTILE22 -step/tile/b3 DSTILE23 -step/tile/b4 DSTILE24 -step/tile/b5 DSTILE25 -step/tile/b6 DSTILE26 -step/tile/b7 DSTILE27 -step/tile/b8 DSTILE28 -$random step/tile/b { step/tile/b1 step/tile/b2 step/tile/b3 step/tile/b4 step/tile/b5 step/tile/b6 step/tile/b7 step/tile/b8 } -// Wood -step/wood1 DSWOOD1 -step/wood2 DSWOOD2 -step/wood3 DSWOOD3 -step/wood4 DSWOOD4 -$random step/wood { step/wood1 step/wood2 step/wood3 step/wood4 } -// Slime -step/slime1 DSSLIME1 -step/slime2 DSSLIME2 -step/slime3 DSSLIME3 -step/slime4 DSSLIME4 -$random step/slime { step/slime1 step/slime2 step/slime3 step/slime4 } -// Flesh -step/slimy1 DSFLESH1 -step/slimy2 DSFLESH2 -step/slimy3 DSFLESH3 -step/slimy4 DSFLESH4 -step/slimy5 DSFLESH5 -step/slimy6 DSFLESH6 -step/slimy7 DSFLESH7 -step/slimy8 DSFLESH8 -$random step/slimy { step/slimy1 step/slimy2 step/slimy3 step/slimy4 step/slimy5 step/slimy6 step/slimy7 step/slimy8 } -// Lava -step/lava1 DSLAVA1 -step/lava2 DSLAVA2 -step/lava3 DSLAVA3 -step/lava4 DSLAVA4 -$random step/lava { step/lava1 step/lava2 step/lava3 step/lava4 } world/lavasizzle dslvsiz world/lavasizzle2 DSSIZLS //Torches diff --git a/SNDINFO.Atmosphere_Exterior b/SNDINFO.Atmosphere_Exterior new file mode 100644 index 0000000000..cd7bcebead --- /dev/null +++ b/SNDINFO.Atmosphere_Exterior @@ -0,0 +1,675 @@ + ////////////////////////////////////////////////////////////////////////////////// + // Assault Rifle // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/ar_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/ar_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/ar_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/ar_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/ar_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_5.ogg" +weapons/atmo/ext/dist/ar_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_6.ogg" + +weapons/atmo/ext/far/ar_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/ar_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/ar_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/ar_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/ar_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_5.ogg" +weapons/atmo/ext/far/ar_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_6.ogg" + +weapons/atmo/ext/med/ar_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/ar_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/ar_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/ar_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/ar_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/ar_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_6.ogg" + +$random weapons/atmo/dist/ext/ar { + weapons/atmo/ext/dist/ar_1 + weapons/atmo/ext/dist/ar_2 + weapons/atmo/ext/dist/ar_3 + weapons/atmo/ext/dist/ar_4 + weapons/atmo/ext/dist/ar_5 + weapons/atmo/ext/dist/ar_6 +} + +$random weapons/atmo/far/ext/ar { + weapons/atmo/ext/far/ar_1 + weapons/atmo/ext/far/ar_2 + weapons/atmo/ext/far/ar_3 + weapons/atmo/ext/far/ar_4 + weapons/atmo/ext/far/ar_5 + weapons/atmo/ext/far/ar_6 +} + +$random weapons/atmo/med/ext/ar { + weapons/atmo/ext/med/ar_1 + weapons/atmo/ext/med/ar_2 + weapons/atmo/ext/med/ar_3 + weapons/atmo/ext/med/ar_4 + weapons/atmo/ext/med/ar_5 + weapons/atmo/ext/med/ar_6 +} + +$rolloff weapons/atmo/dist/ext/ar 7500 25000 +$rolloff weapons/atmo/far/ext/ar 3500 7500 +$rolloff weapons/atmo/med/ext/ar 1250 4500 + +weapons/atmo/ext/ar_1 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar_fire_plr_atmo_ext1_01.ogg" +weapons/atmo/ext/ar_2 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar_fire_plr_atmo_ext1_02.ogg" +weapons/atmo/ext/ar_3 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar_fire_plr_atmo_ext1_03.ogg" +weapons/atmo/ext/ar_4 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar_fire_plr_atmo_ext1_04.ogg" +weapons/atmo/ext/ar_5 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar_fire_plr_atmo_ext1_05.ogg" +weapons/atmo/ext/ar_6 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar_fire_plr_atmo_ext1_06.ogg" + + +$random weapons/atmo/ext/ar { + weapons/atmo/ext/ar_1 + weapons/atmo/ext/ar_2 + weapons/atmo/ext/ar_3 + weapons/atmo/ext/ar_4 + weapons/atmo/ext/ar_5 + weapons/atmo/ext/ar_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // LMG/BR // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/br_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/br_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/br_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/br_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/br_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_5.ogg" +weapons/atmo/ext/dist/br_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_6.ogg" + +weapons/atmo/ext/far/br_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_fbr_1.ogg" +weapons/atmo/ext/far/br_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_fbr_2.ogg" +weapons/atmo/ext/far/br_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_fbr_3.ogg" +weapons/atmo/ext/far/br_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_fbr_4.ogg" +weapons/atmo/ext/far/br_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_fbr_5.ogg" +weapons/atmo/ext/far/br_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_fbr_6.ogg" + +weapons/atmo/ext/med/br_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/br_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/br_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/br_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/br_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/br_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_6.ogg" + +$random weapons/atmo/dist/ext/br { + weapons/atmo/ext/dist/br_1 + weapons/atmo/ext/dist/br_2 + weapons/atmo/ext/dist/br_3 + weapons/atmo/ext/dist/br_4 + weapons/atmo/ext/dist/br_5 + weapons/atmo/ext/dist/br_6 +} + +$random weapons/atmo/far/ext/br { + weapons/atmo/ext/far/br_1 + weapons/atmo/ext/far/br_2 + weapons/atmo/ext/far/br_3 + weapons/atmo/ext/far/br_4 + weapons/atmo/ext/far/br_5 + weapons/atmo/ext/far/br_6 +} + +$random weapons/atmo/med/ext/br { + weapons/atmo/ext/med/br_1 + weapons/atmo/ext/med/br_2 + weapons/atmo/ext/med/br_3 + weapons/atmo/ext/med/br_4 + weapons/atmo/ext/med/br_5 + weapons/atmo/ext/med/br_6 +} + +$rolloff weapons/atmo/dist/ext/br 7500 25000 +$rolloff weapons/atmo/far/ext/br 3500 7500 +$rolloff weapons/atmo/med/ext/br 1250 4500 + +$alias weapons/atmo/dist/ext/lmg weapons/atmo/dist/ext/br +$alias weapons/atmo/far/ext/lmg weapons/atmo/far/ext/br +$alias weapons/atmo/med/ext/lmg weapons/atmo/med/ext/br + +weapons/atmo/ext/lmg_1 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_01.ogg" +weapons/atmo/ext/lmg_2 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_02.ogg" +weapons/atmo/ext/lmg_3 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_03.ogg" +weapons/atmo/ext/lmg_4 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_04.ogg" +weapons/atmo/ext/lmg_5 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_05.ogg" +weapons/atmo/ext/lmg_6 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_06.ogg" + +$random weapons/atmo/ext/lmg { + weapons/atmo/ext/lmg_1 + weapons/atmo/ext/lmg_2 + weapons/atmo/ext/lmg_3 + weapons/atmo/ext/lmg_4 + weapons/atmo/ext/lmg_5 + weapons/atmo/ext/lmg_6 +} + +weapons/atmo/ext/br_1 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_01.ogg" +weapons/atmo/ext/br_2 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_02.ogg" +weapons/atmo/ext/br_3 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_03.ogg" +weapons/atmo/ext/br_4 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_04.ogg" +weapons/atmo/ext/br_5 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_05.ogg" +weapons/atmo/ext/br_6 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_06.ogg" +weapons/atmo/ext/br_7 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_07.ogg" +weapons/atmo/ext/br_8 "SOUNDS/COMBAT/Atmosphere/ext/br/weap_br3_fire_plr_atmo_ext1_08.ogg" + +$random weapons/atmo/ext/br { + weapons/atmo/ext/br_1 + weapons/atmo/ext/br_2 + weapons/atmo/ext/br_3 + weapons/atmo/ext/br_4 + weapons/atmo/ext/br_5 + weapons/atmo/ext/br_6 + weapons/atmo/ext/br_7 + weapons/atmo/ext/br_8 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Pistol // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/pistol_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/pistol_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/pistol_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/pistol_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/pistol_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_dist_5.ogg" +weapons/atmo/ext/dist/pistol_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_dist_6.ogg" + +weapons/atmo/ext/far/pistol_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/pistol_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/pistol_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/pistol_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/pistol_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_far_5.ogg" +weapons/atmo/ext/far/pistol_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_far_6.ogg" + +weapons/atmo/ext/med/pistol_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/pistol_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/pistol_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/pistol_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/pistol_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/pistol_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol/pistol_atmo_ext_med_6.ogg" + +$random weapons/atmo/dist/ext/pistol { + weapons/atmo/ext/dist/pistol_1 + weapons/atmo/ext/dist/pistol_2 + weapons/atmo/ext/dist/pistol_3 + weapons/atmo/ext/dist/pistol_4 + weapons/atmo/ext/dist/pistol_5 + weapons/atmo/ext/dist/pistol_6 +} + +$random weapons/atmo/far/ext/pistol { + weapons/atmo/ext/far/pistol_1 + weapons/atmo/ext/far/pistol_2 + weapons/atmo/ext/far/pistol_3 + weapons/atmo/ext/far/pistol_4 + weapons/atmo/ext/far/pistol_5 + weapons/atmo/ext/far/pistol_6 +} + +$random weapons/atmo/med/ext/pistol { + weapons/atmo/ext/med/pistol_1 + weapons/atmo/ext/med/pistol_2 + weapons/atmo/ext/med/pistol_3 + weapons/atmo/ext/med/pistol_4 + weapons/atmo/ext/med/pistol_5 + weapons/atmo/ext/med/pistol_6 +} + +$rolloff weapons/atmo/dist/ext/pistol 7500 25000 +$rolloff weapons/atmo/far/ext/pistol 3500 7500 +$rolloff weapons/atmo/med/ext/pistol 1250 4500 + +weapons/atmo/ext/pistol_1 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_01.ogg" +weapons/atmo/ext/pistol_2 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_02.ogg" +weapons/atmo/ext/pistol_3 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_03.ogg" +weapons/atmo/ext/pistol_4 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_04.ogg" +weapons/atmo/ext/pistol_5 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_05.ogg" +weapons/atmo/ext/pistol_6 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_06.ogg" + +$random weapons/atmo/ext/pistol { + weapons/atmo/ext/pistol_1 + weapons/atmo/ext/pistol_2 + weapons/atmo/ext/pistol_3 + weapons/atmo/ext/pistol_4 + weapons/atmo/ext/pistol_5 + weapons/atmo/ext/pistol_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Magnum // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/pistol_mag_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/pistol_mag_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/pistol_mag_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/pistol_mag_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/pistol_mag_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_dist_5.ogg" +weapons/atmo/ext/dist/pistol_mag_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_dist_6.ogg" + +weapons/atmo/ext/far/pistol_mag_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/pistol_mag_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/pistol_mag_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/pistol_mag_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/pistol_mag_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_far_5.ogg" +weapons/atmo/ext/far/pistol_mag_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_far_6.ogg" + +weapons/atmo/ext/med/pistol_mag_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/pistol_mag_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/pistol_mag_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/pistol_mag_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/pistol_mag_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/pistol_mag_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_mag/pistol_mag_atmo_ext_med_6.ogg" + +$random weapons/atmo/dist/ext/pistol_mag { + weapons/atmo/ext/dist/pistol_mag_1 + weapons/atmo/ext/dist/pistol_mag_2 + weapons/atmo/ext/dist/pistol_mag_3 + weapons/atmo/ext/dist/pistol_mag_4 + weapons/atmo/ext/dist/pistol_mag_5 + weapons/atmo/ext/dist/pistol_mag_6 +} + +$random weapons/atmo/far/ext/pistol_mag { + weapons/atmo/ext/far/pistol_mag_1 + weapons/atmo/ext/far/pistol_mag_2 + weapons/atmo/ext/far/pistol_mag_3 + weapons/atmo/ext/far/pistol_mag_4 + weapons/atmo/ext/far/pistol_mag_5 + weapons/atmo/ext/far/pistol_mag_6 +} + +$random weapons/atmo/med/ext/pistol_mag { + weapons/atmo/ext/med/pistol_mag_1 + weapons/atmo/ext/med/pistol_mag_2 + weapons/atmo/ext/med/pistol_mag_3 + weapons/atmo/ext/med/pistol_mag_4 + weapons/atmo/ext/med/pistol_mag_5 + weapons/atmo/ext/med/pistol_mag_6 +} + +$rolloff weapons/atmo/dist/ext/pistol_mag 7500 25000 +$rolloff weapons/atmo/far/ext/pistol_mag 3500 7500 +$rolloff weapons/atmo/med/ext/pistol_mag 1250 4500 + + ////////////////////////////////////////////////////////////////////////////////// + // Suppressed Pistol // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/far/pistol_sup_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/pistol_sup_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/pistol_sup_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/pistol_sup_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/pistol_sup_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_far_5.ogg" +weapons/atmo/ext/far/pistol_sup_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_far_6.ogg" + +weapons/atmo/ext/med/pistol_sup_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/pistol_sup_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/pistol_sup_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/pistol_sup_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/pistol_sup_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/pistol_sup_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/pistol_sup/pistol_sup_atmo_ext_med_6.ogg" + +$random weapons/atmo/far/ext/pistol_sup { + weapons/atmo/ext/far/pistol_sup_1 + weapons/atmo/ext/far/pistol_sup_2 + weapons/atmo/ext/far/pistol_sup_3 + weapons/atmo/ext/far/pistol_sup_4 + weapons/atmo/ext/far/pistol_sup_5 + weapons/atmo/ext/far/pistol_sup_6 +} + +$random weapons/atmo/med/ext/pistol_sup { + weapons/atmo/ext/med/pistol_sup_1 + weapons/atmo/ext/med/pistol_sup_2 + weapons/atmo/ext/med/pistol_sup_3 + weapons/atmo/ext/med/pistol_sup_4 + weapons/atmo/ext/med/pistol_sup_5 + weapons/atmo/ext/med/pistol_sup_6 +} + +$rolloff weapons/atmo/far/ext/pistol_sup 3500 7500 +$rolloff weapons/atmo/med/ext/pistol_sup 1250 4500 + + ////////////////////////////////////////////////////////////////////////////////// + // Shotgun // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/shotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/shotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/shotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/shotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/shotgun_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_dist_5.ogg" +weapons/atmo/ext/dist/shotgun_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_dist_6.ogg" + +weapons/atmo/ext/far/shotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/shotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/shotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/shotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/shotgun_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_far_5.ogg" + +weapons/atmo/ext/med/shotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/shotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/shotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/shotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/shotgun_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/shotgun/shotgun_atmo_ext_med_5.ogg" + +$random weapons/atmo/dist/ext/shotgun { + weapons/atmo/ext/dist/shotgun_1 + weapons/atmo/ext/dist/shotgun_2 + weapons/atmo/ext/dist/shotgun_3 + weapons/atmo/ext/dist/shotgun_4 + weapons/atmo/ext/dist/shotgun_5 + weapons/atmo/ext/dist/shotgun_6 +} + +$random weapons/atmo/far/ext/shotgun { + weapons/atmo/ext/far/shotgun_1 + weapons/atmo/ext/far/shotgun_2 + weapons/atmo/ext/far/shotgun_3 + weapons/atmo/ext/far/shotgun_4 + weapons/atmo/ext/far/shotgun_5 +} + +$random weapons/atmo/med/ext/shotgun { + weapons/atmo/ext/med/shotgun_1 + weapons/atmo/ext/med/shotgun_2 + weapons/atmo/ext/med/shotgun_3 + weapons/atmo/ext/med/shotgun_4 + weapons/atmo/ext/med/shotgun_5 +} + +$rolloff weapons/atmo/dist/ext/shotgun 7500 25000 +$rolloff weapons/atmo/far/ext/shotgun 3500 7500 +$rolloff weapons/atmo/med/ext/shotgun 1250 4500 + +weapons/atmo/ext/shotgun_1 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_01.ogg" +weapons/atmo/ext/shotgun_2 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_02.ogg" +weapons/atmo/ext/shotgun_3 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_03.ogg" +weapons/atmo/ext/shotgun_4 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_04.ogg" +weapons/atmo/ext/shotgun_5 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_05.ogg" +weapons/atmo/ext/shotgun_6 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_06.ogg" + +$random weapons/atmo/ext/shotgun { + weapons/atmo/ext/shotgun_1 + weapons/atmo/ext/shotgun_2 + weapons/atmo/ext/shotgun_3 + weapons/atmo/ext/shotgun_4 + weapons/atmo/ext/shotgun_5 + weapons/atmo/ext/shotgun_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Double Barrel Shotgun // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/dbshotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/dbshotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/dbshotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/dbshotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/dbshotgun_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_5.ogg" +weapons/atmo/ext/dist/dbshotgun_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_6.ogg" + +weapons/atmo/ext/far/dbshotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/dbshotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/dbshotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/dbshotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/dbshotgun_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_far_5.ogg" +weapons/atmo/ext/far/dbshotgun_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_far_6.ogg" + +weapons/atmo/ext/med/dbshotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/dbshotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/dbshotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/dbshotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/dbshotgun_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/dbshotgun_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_med_6.ogg" + +$random weapons/atmo/dist/ext/dbshotgun { + weapons/atmo/ext/dist/dbshotgun_1 + weapons/atmo/ext/dist/dbshotgun_2 + weapons/atmo/ext/dist/dbshotgun_3 + weapons/atmo/ext/dist/dbshotgun_4 + weapons/atmo/ext/dist/dbshotgun_5 + weapons/atmo/ext/dist/dbshotgun_6 +} + +$random weapons/atmo/far/ext/dbshotgun { + weapons/atmo/ext/far/dbshotgun_1 + weapons/atmo/ext/far/dbshotgun_2 + weapons/atmo/ext/far/dbshotgun_3 + weapons/atmo/ext/far/dbshotgun_4 + weapons/atmo/ext/far/dbshotgun_5 + weapons/atmo/ext/far/dbshotgun_6 +} + +$random weapons/atmo/med/ext/dbshotgun { + weapons/atmo/ext/med/dbshotgun_1 + weapons/atmo/ext/med/dbshotgun_2 + weapons/atmo/ext/med/dbshotgun_3 + weapons/atmo/ext/med/dbshotgun_4 + weapons/atmo/ext/med/dbshotgun_5 + weapons/atmo/ext/med/dbshotgun_6 +} + +$rolloff weapons/atmo/dist/ext/dbshotgun 7500 25000 +$rolloff weapons/atmo/far/ext/dbshotgun 3500 7500 +$rolloff weapons/atmo/med/ext/dbshotgun 1250 4500 + +weapons/atmo/ext/dbshotgun_1 "SOUNDS/COMBAT/Atmosphere/ext/dbshotgun/weap_shotgun_fire_plr_atmo_ext2_01.ogg" +weapons/atmo/ext/dbshotgun_2 "SOUNDS/COMBAT/Atmosphere/ext/dbshotgun/weap_shotgun_fire_plr_atmo_ext2_02.ogg" +weapons/atmo/ext/dbshotgun_3 "SOUNDS/COMBAT/Atmosphere/ext/dbshotgun/weap_shotgun_fire_plr_atmo_ext2_03.ogg" +weapons/atmo/ext/dbshotgun_4 "SOUNDS/COMBAT/Atmosphere/ext/dbshotgun/weap_shotgun_fire_plr_atmo_ext2_04.ogg" +weapons/atmo/ext/dbshotgun_5 "SOUNDS/COMBAT/Atmosphere/ext/dbshotgun/weap_shotgun_fire_plr_atmo_ext2_05.ogg" +weapons/atmo/ext/dbshotgun_6 "SOUNDS/COMBAT/Atmosphere/ext/dbshotgun/weap_shotgun_fire_plr_atmo_ext2_06.ogg" + +$random weapons/atmo/ext/dbshotgun { + weapons/atmo/ext/dbshotgun_1 + weapons/atmo/ext/dbshotgun_2 + weapons/atmo/ext/dbshotgun_3 + weapons/atmo/ext/dbshotgun_4 + weapons/atmo/ext/dbshotgun_5 + weapons/atmo/ext/dbshotgun_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Pistol (Suppressed) // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/pistol_sup_1 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_01.ogg" +weapons/atmo/ext/pistol_sup_2 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_02.ogg" +weapons/atmo/ext/pistol_sup_3 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_03.ogg" +weapons/atmo/ext/pistol_sup_4 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_04.ogg" +weapons/atmo/ext/pistol_sup_5 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_05.ogg" +weapons/atmo/ext/pistol_sup_6 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_06.ogg" + +$random weapons/atmo/ext/pistol_sup { + weapons/atmo/ext/pistol_sup_1 + weapons/atmo/ext/pistol_sup_2 + weapons/atmo/ext/pistol_sup_3 + weapons/atmo/ext/pistol_sup_4 + weapons/atmo/ext/pistol_sup_5 + weapons/atmo/ext/pistol_sup_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // SMG // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/smg_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/smg_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/smg_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/smg_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/smg_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_dist_5.ogg" +weapons/atmo/ext/dist/smg_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_dist_6.ogg" + +weapons/atmo/ext/far/smg_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/smg_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/smg_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/smg_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/smg_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_far_5.ogg" +weapons/atmo/ext/far/smg_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_far_6.ogg" + +weapons/atmo/ext/med/smg_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/smg_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/smg_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/smg_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/smg_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/smg_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/smg/smg_atmo_ext_med_6.ogg" + +$random weapons/atmo/dist/ext/smg { + weapons/atmo/ext/dist/smg_1 + weapons/atmo/ext/dist/smg_2 + weapons/atmo/ext/dist/smg_3 + weapons/atmo/ext/dist/smg_4 + weapons/atmo/ext/dist/smg_5 + weapons/atmo/ext/dist/smg_6 +} + +$random weapons/atmo/far/ext/smg { + weapons/atmo/ext/far/smg_1 + weapons/atmo/ext/far/smg_2 + weapons/atmo/ext/far/smg_3 + weapons/atmo/ext/far/smg_4 + weapons/atmo/ext/far/smg_5 + weapons/atmo/ext/far/smg_6 +} + +$random weapons/atmo/med/ext/smg { + weapons/atmo/ext/med/smg_1 + weapons/atmo/ext/med/smg_2 + weapons/atmo/ext/med/smg_3 + weapons/atmo/ext/med/smg_4 + weapons/atmo/ext/med/smg_5 + weapons/atmo/ext/med/smg_6 +} + +$rolloff weapons/atmo/dist/ext/smg 7500 25000 +$rolloff weapons/atmo/far/ext/smg 3500 7500 +$rolloff weapons/atmo/med/ext/smg 1250 4500 + +weapons/atmo/ext/smg_1 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_01.ogg" +weapons/atmo/ext/smg_2 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_02.ogg" +weapons/atmo/ext/smg_3 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_03.ogg" +weapons/atmo/ext/smg_4 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_04.ogg" +weapons/atmo/ext/smg_5 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_05.ogg" +weapons/atmo/ext/smg_6 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_06.ogg" + +$random weapons/atmo/ext/smg { + weapons/atmo/ext/smg_1 + weapons/atmo/ext/smg_2 + weapons/atmo/ext/smg_3 + weapons/atmo/ext/smg_4 + weapons/atmo/ext/smg_5 + weapons/atmo/ext/smg_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Sniper // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/sniper_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/sniper_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/sniper_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_dist_3.ogg" +weapons/atmo/ext/dist/sniper_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_dist_4.ogg" +weapons/atmo/ext/dist/sniper_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_dist_5.ogg" + +weapons/atmo/ext/far/sniper_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/sniper_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/sniper_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_far_3.ogg" +weapons/atmo/ext/far/sniper_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_far_4.ogg" +weapons/atmo/ext/far/sniper_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_far_5.ogg" +weapons/atmo/ext/far/sniper_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_far_6.ogg" + +weapons/atmo/ext/med/sniper_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/sniper_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/sniper_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_med_3.ogg" +weapons/atmo/ext/med/sniper_4 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_med_4.ogg" +weapons/atmo/ext/med/sniper_5 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_med_5.ogg" +weapons/atmo/ext/med/sniper_6 "SOUNDS/COMBAT/Atmosphere/distant/ext/sniper/sniper_atmo_ext_med_6.ogg" + +$random weapons/atmo/dist/ext/sniper { + weapons/atmo/ext/dist/sniper_1 + weapons/atmo/ext/dist/sniper_2 + weapons/atmo/ext/dist/sniper_3 + weapons/atmo/ext/dist/sniper_4 + weapons/atmo/ext/dist/sniper_5 +} + +$random weapons/atmo/far/ext/sniper { + weapons/atmo/ext/far/sniper_1 + weapons/atmo/ext/far/sniper_2 + weapons/atmo/ext/far/sniper_3 + weapons/atmo/ext/far/sniper_4 + weapons/atmo/ext/far/sniper_5 + weapons/atmo/ext/far/sniper_6 +} + +$random weapons/atmo/med/ext/sniper { + weapons/atmo/ext/med/sniper_1 + weapons/atmo/ext/med/sniper_2 + weapons/atmo/ext/med/sniper_3 + weapons/atmo/ext/med/sniper_4 + weapons/atmo/ext/med/sniper_5 + weapons/atmo/ext/med/sniper_6 +} + +$rolloff weapons/atmo/dist/ext/sniper 7500 25000 +$rolloff weapons/atmo/far/ext/sniper 3500 7500 +$rolloff weapons/atmo/med/ext/sniper 1250 4500 + +weapons/atmo/ext/sniper_1 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_01.ogg" +weapons/atmo/ext/sniper_2 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_02.ogg" +weapons/atmo/ext/sniper_3 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_03.ogg" +weapons/atmo/ext/sniper_4 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_04.ogg" +weapons/atmo/ext/sniper_5 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_05.ogg" +weapons/atmo/ext/sniper_6 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_06.ogg" + +$random weapons/atmo/ext/sniper { + weapons/atmo/ext/sniper_1 + weapons/atmo/ext/sniper_2 + weapons/atmo/ext/sniper_3 + weapons/atmo/ext/sniper_4 + weapons/atmo/ext/sniper_5 + weapons/atmo/ext/sniper_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Plasma // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/dist/ext/plasma "SOUNDS/COMBAT/Atmosphere/distant/ext/plasma/plasma_atmo_ext_dist.ogg" +weapons/atmo/far/ext/plasma "SOUNDS/COMBAT/Atmosphere/distant/ext/plasma/plasma_atmo_ext_far.ogg" +weapons/atmo/med/ext/plasma "SOUNDS/COMBAT/Atmosphere/distant/ext/plasma/plasma_atmo_ext_med.ogg" + +$rolloff weapons/atmo/dist/ext/plasma 7500 2500 +$rolloff weapons/atmo/far/ext/plasma 3500 7500 +$rolloff weapons/atmo/med/ext/plasma 1250 4500 + + ////////////////////////////////////////////////////////////////////////////////// + // RPG // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/ext/dist/rpg_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_dist_1.ogg" +weapons/atmo/ext/dist/rpg_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_dist_2.ogg" +weapons/atmo/ext/dist/rpg_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_dist_3.ogg" + +weapons/atmo/ext/far/rpg_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_far_1.ogg" +weapons/atmo/ext/far/rpg_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_far_2.ogg" +weapons/atmo/ext/far/rpg_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_far_3.ogg" + +weapons/atmo/ext/med/rpg_1 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_med_1.ogg" +weapons/atmo/ext/med/rpg_2 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_med_2.ogg" +weapons/atmo/ext/med/rpg_3 "SOUNDS/COMBAT/Atmosphere/distant/ext/rpg/rpg_atmo_ext_med_3.ogg" + +$random weapons/atmo/dist/ext/rpg { + weapons/atmo/ext/dist/rpg_1 + weapons/atmo/ext/dist/rpg_2 + weapons/atmo/ext/dist/rpg_3 +} + +$random weapons/atmo/far/ext/rpg { + weapons/atmo/ext/far/rpg_1 + weapons/atmo/ext/far/rpg_2 + weapons/atmo/ext/far/rpg_3 +} + +$random weapons/atmo/med/ext/rpg { + weapons/atmo/ext/med/rpg_1 + weapons/atmo/ext/med/rpg_2 + weapons/atmo/ext/med/rpg_3 +} + +$rolloff weapons/atmo/dist/ext/rpg 7500 25000 +$rolloff weapons/atmo/far/ext/rpg 3500 7500 +$rolloff weapons/atmo/med/ext/rpg 1250 4500 \ No newline at end of file diff --git a/SNDINFO.Atmosphere_Interior b/SNDINFO.Atmosphere_Interior new file mode 100644 index 0000000000..10b8569bfe --- /dev/null +++ b/SNDINFO.Atmosphere_Interior @@ -0,0 +1,455 @@ + ////////////////////////////////////////////////////////////////////////////////// + // Assault Rifle // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/dist/ar_1 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_dist_1.ogg" +weapons/atmo/int/dist/ar_2 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_dist_2.ogg" +weapons/atmo/int/dist/ar_3 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_dist_3.ogg" +weapons/atmo/int/dist/ar_4 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_dist_4.ogg" +weapons/atmo/int/dist/ar_5 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_dist_5.ogg" +weapons/atmo/int/dist/ar_6 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_dist_6.ogg" + +weapons/atmo/int/far/ar_1 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_far_1.ogg" +weapons/atmo/int/far/ar_2 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_far_2.ogg" +weapons/atmo/int/far/ar_3 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_far_3.ogg" +weapons/atmo/int/far/ar_4 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_far_4.ogg" +weapons/atmo/int/far/ar_5 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_far_5.ogg" +weapons/atmo/int/far/ar_6 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_far_6.ogg" + +weapons/atmo/int/med/ar_1 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_med_1.ogg" +weapons/atmo/int/med/ar_2 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_med_2.ogg" +weapons/atmo/int/med/ar_3 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_med_3.ogg" +weapons/atmo/int/med/ar_4 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_med_4.ogg" +weapons/atmo/int/med/ar_5 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_med_5.ogg" +weapons/atmo/int/med/ar_6 "SOUNDS/COMBAT/Atmosphere/distant/int/ar/ar_atmo_int_med_6.ogg" + +$random weapons/atmo/dist/int/ar { + weapons/atmo/int/dist/ar_1 + weapons/atmo/int/dist/ar_2 + weapons/atmo/int/dist/ar_3 + weapons/atmo/int/dist/ar_4 + weapons/atmo/int/dist/ar_5 + weapons/atmo/int/dist/ar_6 +} + +$random weapons/atmo/far/int/ar { + weapons/atmo/int/far/ar_1 + weapons/atmo/int/far/ar_2 + weapons/atmo/int/far/ar_3 + weapons/atmo/int/far/ar_4 + weapons/atmo/int/far/ar_5 + weapons/atmo/int/far/ar_6 +} + +$random weapons/atmo/med/int/ar { + weapons/atmo/int/med/ar_1 + weapons/atmo/int/med/ar_2 + weapons/atmo/int/med/ar_3 + weapons/atmo/int/med/ar_4 + weapons/atmo/int/med/ar_5 + weapons/atmo/int/med/ar_6 +} + +$rolloff weapons/atmo/dist/int/ar 3500 7000 +$rolloff weapons/atmo/far/int/ar 2500 3500 +$rolloff weapons/atmo/med/int/ar 1250 2500 + +weapons/atmo/int/ar_1 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_01.ogg" +weapons/atmo/int/ar_2 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_02.ogg" +weapons/atmo/int/ar_3 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_03.ogg" +weapons/atmo/int/ar_4 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_04.ogg" + +$random weapons/atmo/int/ar { + weapons/atmo/int/ar_1 + weapons/atmo/int/ar_2 + weapons/atmo/int/ar_3 + weapons/atmo/int/ar_4 +} + + ////////////////////////////////////////////////////////////////////////////////// + // LMG // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/dist/lmg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_dist_1.ogg" +weapons/atmo/int/dist/lmg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_dist_2.ogg" +weapons/atmo/int/dist/lmg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_dist_3.ogg" +weapons/atmo/int/dist/lmg_4 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_dist_4.ogg" +weapons/atmo/int/dist/lmg_5 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_dist_5.ogg" +weapons/atmo/int/dist/lmg_6 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_dist_6.ogg" + +weapons/atmo/int/far/lmg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_far_1.wav" +weapons/atmo/int/far/lmg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_far_2.wav" +weapons/atmo/int/far/lmg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_far_3.wav" +weapons/atmo/int/far/lmg_4 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_far_4.wav" + +weapons/atmo/int/med/lmg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_med_1.ogg" +weapons/atmo/int/med/lmg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_med_2.ogg" +weapons/atmo/int/med/lmg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_med_3.ogg" +weapons/atmo/int/med/lmg_4 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_med_4.ogg" +weapons/atmo/int/med/lmg_5 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_med_5.ogg" +weapons/atmo/int/med/lmg_6 "SOUNDS/COMBAT/Atmosphere/distant/int/lmg/lmg_atmo_int_med_6.ogg" + +$random weapons/atmo/dist/int/lmg { + weapons/atmo/int/dist/lmg_1 + weapons/atmo/int/dist/lmg_2 + weapons/atmo/int/dist/lmg_3 + weapons/atmo/int/dist/lmg_4 + weapons/atmo/int/dist/lmg_5 + weapons/atmo/int/dist/lmg_6 +} + +$random weapons/atmo/far/int/lmg { + weapons/atmo/int/far/lmg_1 + weapons/atmo/int/far/lmg_2 + weapons/atmo/int/far/lmg_3 + weapons/atmo/int/far/lmg_4 +} + +$random weapons/atmo/med/int/lmg { + weapons/atmo/int/med/lmg_1 + weapons/atmo/int/med/lmg_2 + weapons/atmo/int/med/lmg_3 + weapons/atmo/int/med/lmg_4 + weapons/atmo/int/med/lmg_5 + weapons/atmo/int/med/lmg_6 +} + +$rolloff weapons/atmo/dist/int/lmg 3500 7000 +$rolloff weapons/atmo/far/int/lmg 2500 3500 +$rolloff weapons/atmo/med/int/lmg 1250 2500 + +weapons/atmo/int/lmg_1 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_01.ogg" +weapons/atmo/int/lmg_2 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_02.ogg" +weapons/atmo/int/lmg_3 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_03.ogg" +weapons/atmo/int/lmg_4 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_04.ogg" +weapons/atmo/int/lmg_5 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_05.ogg" +weapons/atmo/int/lmg_6 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_06.ogg" + +$random weapons/atmo/int/lmg { + weapons/atmo/int/lmg_1 + weapons/atmo/int/lmg_2 + weapons/atmo/int/lmg_3 + weapons/atmo/int/lmg_4 + weapons/atmo/int/lmg_5 + weapons/atmo/int/lmg_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Pistol // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/dist/pistol_1 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_dist_1.ogg" +weapons/atmo/int/dist/pistol_2 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_dist_2.ogg" +weapons/atmo/int/dist/pistol_3 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_dist_3.ogg" +weapons/atmo/int/dist/pistol_4 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_dist_4.ogg" +weapons/atmo/int/dist/pistol_5 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_dist_5.ogg" +weapons/atmo/int/dist/pistol_6 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_dist_6.ogg" + +weapons/atmo/int/far/pistol_1 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_far_1.ogg" +weapons/atmo/int/far/pistol_2 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_far_2.ogg" +weapons/atmo/int/far/pistol_3 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_far_3.ogg" +weapons/atmo/int/far/pistol_4 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_far_4.ogg" +weapons/atmo/int/far/pistol_5 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_far_5.ogg" +weapons/atmo/int/far/pistol_6 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_far_6.ogg" + +weapons/atmo/int/med/pistol_1 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_med_1.ogg" +weapons/atmo/int/med/pistol_2 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_med_2.ogg" +weapons/atmo/int/med/pistol_3 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_med_3.ogg" +weapons/atmo/int/med/pistol_4 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_med_4.ogg" +weapons/atmo/int/med/pistol_5 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_med_5.ogg" +weapons/atmo/int/med/pistol_6 "SOUNDS/COMBAT/Atmosphere/distant/int/pistol/pistol_atmo_int_med_6.ogg" + +$random weapons/atmo/dist/int/pistol { + weapons/atmo/int/dist/pistol_1 + weapons/atmo/int/dist/pistol_2 + weapons/atmo/int/dist/pistol_3 + weapons/atmo/int/dist/pistol_4 + weapons/atmo/int/dist/pistol_5 + weapons/atmo/int/dist/pistol_6 +} + +$random weapons/atmo/far/int/pistol { + weapons/atmo/int/far/pistol_1 + weapons/atmo/int/far/pistol_2 + weapons/atmo/int/far/pistol_3 + weapons/atmo/int/far/pistol_4 + weapons/atmo/int/far/pistol_5 + weapons/atmo/int/far/pistol_6 +} + +$random weapons/atmo/med/int/pistol { + weapons/atmo/int/med/pistol_1 + weapons/atmo/int/med/pistol_2 + weapons/atmo/int/med/pistol_3 + weapons/atmo/int/med/pistol_4 + weapons/atmo/int/med/pistol_5 + weapons/atmo/int/med/pistol_6 +} + +$rolloff weapons/atmo/dist/int/pistol 3500 7000 +$rolloff weapons/atmo/far/int/pistol 2500 3500 +$rolloff weapons/atmo/med/int/pistol 1250 2500 + +weapons/atmo/int/pistol_1 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_01.ogg" +weapons/atmo/int/pistol_2 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_02.ogg" +weapons/atmo/int/pistol_3 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_03.ogg" +weapons/atmo/int/pistol_4 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_04.ogg" +weapons/atmo/int/pistol_5 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_05.ogg" +weapons/atmo/int/pistol_6 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_06.ogg" + +$random weapons/atmo/int/pistol { + weapons/atmo/int/pistol_1 + weapons/atmo/int/pistol_2 + weapons/atmo/int/pistol_3 + weapons/atmo/int/pistol_4 + weapons/atmo/int/pistol_5 + weapons/atmo/int/pistol_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Shotgun // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/dist/shotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_dist_1.ogg" +weapons/atmo/int/dist/shotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_dist_2.ogg" +weapons/atmo/int/dist/shotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_dist_3.ogg" +weapons/atmo/int/dist/shotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_dist_4.ogg" + +weapons/atmo/int/far/shotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_far_1.ogg" +weapons/atmo/int/far/shotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_far_2.ogg" +weapons/atmo/int/far/shotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_far_3.ogg" +weapons/atmo/int/far/shotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_far_4.ogg" + +weapons/atmo/int/med/shotgun_1 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_med_1.ogg" +weapons/atmo/int/med/shotgun_2 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_med_2.ogg" +weapons/atmo/int/med/shotgun_3 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_med_3.ogg" +weapons/atmo/int/med/shotgun_4 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_med_4.ogg" +weapons/atmo/int/med/shotgun_5 "SOUNDS/COMBAT/Atmosphere/distant/int/shotgun/shotgun_atmo_int_med_5.ogg" + +$random weapons/atmo/dist/int/shotgun { + weapons/atmo/int/dist/shotgun_1 + weapons/atmo/int/dist/shotgun_2 + weapons/atmo/int/dist/shotgun_3 + weapons/atmo/int/dist/shotgun_4 +} + +$random weapons/atmo/far/int/shotgun { + weapons/atmo/int/far/shotgun_1 + weapons/atmo/int/far/shotgun_2 + weapons/atmo/int/far/shotgun_3 + weapons/atmo/int/far/shotgun_4 +} + +$random weapons/atmo/med/int/shotgun { + weapons/atmo/int/med/shotgun_1 + weapons/atmo/int/med/shotgun_2 + weapons/atmo/int/med/shotgun_3 + weapons/atmo/int/med/shotgun_4 + weapons/atmo/int/med/shotgun_5 +} + +$rolloff weapons/atmo/dist/int/shotgun 3500 7000 +$rolloff weapons/atmo/far/int/shotgun 2500 3500 +$rolloff weapons/atmo/med/int/shotgun 1250 2500 + +weapons/atmo/int/shotgun_1 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_01.ogg" +weapons/atmo/int/shotgun_2 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_02.ogg" +weapons/atmo/int/shotgun_3 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_03.ogg" +weapons/atmo/int/shotgun_4 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_04.ogg" +weapons/atmo/int/shotgun_5 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_05.ogg" +weapons/atmo/int/shotgun_6 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_06.ogg" + +$random weapons/atmo/int/shotgun { + weapons/atmo/int/shotgun_1 + weapons/atmo/int/shotgun_2 + weapons/atmo/int/shotgun_3 + weapons/atmo/int/shotgun_4 + weapons/atmo/int/shotgun_5 + weapons/atmo/int/shotgun_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Pistol (Suppressed) // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/pistol_sup_1 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_01.ogg" +weapons/atmo/int/pistol_sup_2 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_02.ogg" +weapons/atmo/int/pistol_sup_3 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_03.ogg" +weapons/atmo/int/pistol_sup_4 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_04.ogg" +weapons/atmo/int/pistol_sup_5 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_05.ogg" +weapons/atmo/int/pistol_sup_6 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_06.ogg" + +$random weapons/atmo/int/pistol_sup { + weapons/atmo/int/pistol_sup_1 + weapons/atmo/int/pistol_sup_2 + weapons/atmo/int/pistol_sup_3 + weapons/atmo/int/pistol_sup_4 + weapons/atmo/int/pistol_sup_5 + weapons/atmo/int/pistol_sup_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // SMG // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/dist/smg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_dist_1.ogg" +weapons/atmo/int/dist/smg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_dist_2.ogg" +weapons/atmo/int/dist/smg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_dist_3.ogg" +weapons/atmo/int/dist/smg_4 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_dist_4.ogg" +weapons/atmo/int/dist/smg_5 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_dist_5.ogg" +weapons/atmo/int/dist/smg_6 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_dist_6.ogg" + +weapons/atmo/int/far/smg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_far_1.ogg" +weapons/atmo/int/far/smg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_far_2.ogg" +weapons/atmo/int/far/smg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_far_3.ogg" +weapons/atmo/int/far/smg_4 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_far_4.ogg" +weapons/atmo/int/far/smg_5 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_far_5.ogg" +weapons/atmo/int/far/smg_6 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_far_6.ogg" + +weapons/atmo/int/med/smg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_med_1.ogg" +weapons/atmo/int/med/smg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_med_2.ogg" +weapons/atmo/int/med/smg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_med_3.ogg" +weapons/atmo/int/med/smg_4 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_med_4.ogg" +weapons/atmo/int/med/smg_5 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_med_5.ogg" +weapons/atmo/int/med/smg_6 "SOUNDS/COMBAT/Atmosphere/distant/int/smg/smg_atmo_int_med_6.ogg" + +$random weapons/atmo/dist/int/smg { + weapons/atmo/int/dist/smg_1 + weapons/atmo/int/dist/smg_2 + weapons/atmo/int/dist/smg_3 + weapons/atmo/int/dist/smg_4 + weapons/atmo/int/dist/smg_5 + weapons/atmo/int/dist/smg_6 +} + +$random weapons/atmo/far/int/smg { + weapons/atmo/int/far/smg_1 + weapons/atmo/int/far/smg_2 + weapons/atmo/int/far/smg_3 + weapons/atmo/int/far/smg_4 + weapons/atmo/int/far/smg_5 + weapons/atmo/int/far/smg_6 +} + +$random weapons/atmo/med/int/smg { + weapons/atmo/int/med/smg_1 + weapons/atmo/int/med/smg_2 + weapons/atmo/int/med/smg_3 + weapons/atmo/int/med/smg_4 + weapons/atmo/int/med/smg_5 + weapons/atmo/int/med/smg_6 +} + +$rolloff weapons/atmo/dist/int/smg 3500 7000 +$rolloff weapons/atmo/far/int/smg 2500 3500 +$rolloff weapons/atmo/med/int/smg 1250 2500 + +weapons/atmo/int/smg_1 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_01.ogg" +weapons/atmo/int/smg_2 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_02.ogg" +weapons/atmo/int/smg_3 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_03.ogg" +weapons/atmo/int/smg_4 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_04.ogg" +weapons/atmo/int/smg_5 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_05.ogg" +weapons/atmo/int/smg_6 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_06.ogg" + +$random weapons/atmo/int/smg { + weapons/atmo/int/smg_1 + weapons/atmo/int/smg_2 + weapons/atmo/int/smg_3 + weapons/atmo/int/smg_4 + weapons/atmo/int/smg_5 + weapons/atmo/int/smg_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // Sniper // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/dist/sniper_1 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_dist_1.ogg" +weapons/atmo/int/dist/sniper_2 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_dist_2.ogg" +weapons/atmo/int/dist/sniper_3 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_dist_3.ogg" +weapons/atmo/int/dist/sniper_4 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_dist_4.ogg" + +weapons/atmo/int/far/sniper_1 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_far_1.ogg" +weapons/atmo/int/far/sniper_2 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_far_2.ogg" +weapons/atmo/int/far/sniper_3 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_far_3.ogg" +weapons/atmo/int/far/sniper_4 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_far_4.ogg" + +weapons/atmo/int/med/sniper_1 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_med_1.ogg" +weapons/atmo/int/med/sniper_2 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_med_2.ogg" +weapons/atmo/int/med/sniper_3 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_med_3.ogg" +weapons/atmo/int/med/sniper_4 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_med_4.ogg" +weapons/atmo/int/med/sniper_5 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_med_5.ogg" +weapons/atmo/int/med/sniper_6 "SOUNDS/COMBAT/Atmosphere/distant/int/sniper/sniper_atmo_int_med_6.ogg" + +$random weapons/atmo/dist/int/sniper { + weapons/atmo/int/dist/sniper_1 + weapons/atmo/int/dist/sniper_2 + weapons/atmo/int/dist/sniper_3 + weapons/atmo/int/dist/sniper_4 +} + +$random weapons/atmo/far/int/sniper { + weapons/atmo/int/far/sniper_1 + weapons/atmo/int/far/sniper_2 + weapons/atmo/int/far/sniper_3 + weapons/atmo/int/far/sniper_4 +} + +$random weapons/atmo/med/int/sniper { + weapons/atmo/int/med/sniper_1 + weapons/atmo/int/med/sniper_2 + weapons/atmo/int/med/sniper_3 + weapons/atmo/int/med/sniper_4 + weapons/atmo/int/med/sniper_5 + weapons/atmo/int/med/sniper_6 +} + +$rolloff weapons/atmo/dist/int/sniper 3500 7000 +$rolloff weapons/atmo/far/int/sniper 2500 3500 +$rolloff weapons/atmo/med/int/sniper 1250 2500 + +weapons/atmo/int/sniper_1 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_01.ogg" +weapons/atmo/int/sniper_2 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_02.ogg" +weapons/atmo/int/sniper_3 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_03.ogg" +weapons/atmo/int/sniper_4 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_04.ogg" +weapons/atmo/int/sniper_5 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_05.ogg" +weapons/atmo/int/sniper_6 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_06.ogg" + +$random weapons/atmo/int/sniper { + weapons/atmo/int/sniper_1 + weapons/atmo/int/sniper_2 + weapons/atmo/int/sniper_3 + weapons/atmo/int/sniper_4 + weapons/atmo/int/sniper_5 + weapons/atmo/int/sniper_6 +} + + ////////////////////////////////////////////////////////////////////////////////// + // RPG // +////////////////////////////////////////////////////////////////////////////////// +weapons/atmo/int/dist/rpg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_dist_1.ogg" +weapons/atmo/int/dist/rpg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_dist_2.ogg" +weapons/atmo/int/dist/rpg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_dist_3.ogg" + +weapons/atmo/int/far/rpg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_far_1.ogg" +weapons/atmo/int/far/rpg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_far_2.ogg" +weapons/atmo/int/far/rpg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_far_3.ogg" + +weapons/atmo/int/med/rpg_1 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_med_1.ogg" +weapons/atmo/int/med/rpg_2 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_med_2.ogg" +weapons/atmo/int/med/rpg_3 "SOUNDS/COMBAT/Atmosphere/distant/int/rpg/rpg_atmo_int_med_3.ogg" + +$random weapons/atmo/dist/int/rpg { + weapons/atmo/int/dist/rpg_1 + weapons/atmo/int/dist/rpg_2 + weapons/atmo/int/dist/rpg_3 +} + +$random weapons/atmo/far/int/rpg { + weapons/atmo/int/far/rpg_1 + weapons/atmo/int/far/rpg_2 + weapons/atmo/int/far/rpg_3 +} + +$random weapons/atmo/med/int/rpg { + weapons/atmo/int/med/rpg_1 + weapons/atmo/int/med/rpg_2 + weapons/atmo/int/med/rpg_3 +} + +$rolloff weapons/atmo/dist/int/rpg 3500 7000 +$rolloff weapons/atmo/far/int/rpg 2500 3500 +$rolloff weapons/atmo/med/int/rpg 1250 2500 \ No newline at end of file diff --git a/SNDINFO.Footsteps b/SNDINFO.Footsteps new file mode 100644 index 0000000000..af224fed22 --- /dev/null +++ b/SNDINFO.Footsteps @@ -0,0 +1,277 @@ +// Default / Ground +step/default1 "SOUNDS/footstep/ground/concrete_step1.ogg" +step/default2 "SOUNDS/footstep/ground/concrete_step2.ogg" +step/default3 "SOUNDS/footstep/ground/concrete_step3.ogg" +step/default4 "SOUNDS/footstep/ground/concrete_step4.ogg" +step/default5 "SOUNDS/footstep/ground/concrete_step5.ogg" +step/default6 "SOUNDS/footstep/ground/concrete_step6.ogg" +step/default7 "SOUNDS/footstep/ground/concrete_step7.ogg" +step/default8 "SOUNDS/footstep/ground/concrete_step8.ogg" +$random step/default { + step/default1 + step/default2 + step/default3 + step/default4 + step/default5 + step/default6 + step/default7 + step/default8 +} + +// Water +step/water1 "SOUNDS/footstep/water/water_foot_step1.ogg" +step/water2 "SOUNDS/footstep/water/water_foot_step2.ogg" +step/water3 "SOUNDS/footstep/water/water_foot_step3.ogg" +step/water4 "SOUNDS/footstep/water/water_foot_step4.ogg" +step/water5 "SOUNDS/footstep/water/water_foot_step5.ogg" +$random step/water { + step/water1 + step/water2 + step/water3 + step/water4 + step/water5 +} + +// Carpet +step/carpet1 "SOUNDS/footstep/carpet/carpet_step1.ogg" +step/carpet2 "SOUNDS/footstep/carpet/carpet_step2.ogg" +step/carpet3 "SOUNDS/footstep/carpet/carpet_step3.ogg" +step/carpet4 "SOUNDS/footstep/carpet/carpet_step4.ogg" +step/carpet5 "SOUNDS/footstep/carpet/carpet_step5.ogg" +step/carpet6 "SOUNDS/footstep/carpet/carpet_step6.ogg" +step/carpet7 "SOUNDS/footstep/carpet/carpet_step7.ogg" +step/carpet8 "SOUNDS/footstep/carpet/carpet_step8.ogg" +$random step/carpet { + step/carpet1 + step/carpet2 + step/carpet3 + step/carpet4 + step/carpet5 + step/carpet6 + step/carpet7 + step/carpet8 +} + +// Dirt +step/dirt1 "SOUNDS/footstep/dirt/earth_step1.ogg" +step/dirt2 "SOUNDS/footstep/dirt/earth_step2.ogg" +step/dirt3 "SOUNDS/footstep/dirt/earth_step3.ogg" +step/dirt4 "SOUNDS/footstep/dirt/earth_step4.ogg" +step/dirt5 "SOUNDS/footstep/dirt/earth_step5.ogg" +step/dirt6 "SOUNDS/footstep/dirt/earth_step6.ogg" +step/dirt7 "SOUNDS/footstep/dirt/earth_step7.ogg" +step/dirt8 "SOUNDS/footstep/dirt/earth_step8.ogg" +$random step/dirt { + step/dirt1 + step/dirt2 + step/dirt3 + step/dirt4 + step/dirt5 + step/dirt6 + step/dirt7 + step/dirt8 +} + +// Gravel +step/gravel1 "SOUNDS/footstep/gravel/gravel_step1.ogg" +step/gravel2 "SOUNDS/footstep/gravel/gravel_step2.ogg" +step/gravel3 "SOUNDS/footstep/gravel/gravel_step3.ogg" +step/gravel4 "SOUNDS/footstep/gravel/gravel_step4.ogg" +step/gravel5 "SOUNDS/footstep/gravel/gravel_step5.ogg" +step/gravel6 "SOUNDS/footstep/gravel/gravel_step6.ogg" +step/gravel7 "SOUNDS/footstep/gravel/gravel_step7.ogg" +step/gravel8 "SOUNDS/footstep/gravel/gravel_step8.ogg" +$random step/gravel { + step/gravel1 + step/gravel2 + step/gravel3 + step/gravel4 + step/gravel5 + step/gravel6 + step/gravel7 + step/gravel8 +} + +// Hard +step/hard1 "SOUNDS/footstep/hard/concrete_grit_step1.ogg" +step/hard2 "SOUNDS/footstep/hard/concrete_grit_step2.ogg" +step/hard3 "SOUNDS/footstep/hard/concrete_grit_step3.ogg" +step/hard4 "SOUNDS/footstep/hard/concrete_grit_step4.ogg" +step/hard5 "SOUNDS/footstep/hard/concrete_grit_step5.ogg" +step/hard6 "SOUNDS/footstep/hard/concrete_grit_step6.ogg" +step/hard7 "SOUNDS/footstep/hard/concrete_grit_step7.ogg" +step/hard8 "SOUNDS/footstep/hard/concrete_grit_step8.ogg" +$random step/hard { + step/hard1 + step/hard2 + step/hard3 + step/hard4 + step/hard5 + step/hard6 + step/hard7 + step/hard8 +} + +// Metal A (Solid metal) +step/metal/a1 "SOUNDS/footstep/metala/metalthick_step1.ogg" +step/metal/a2 "SOUNDS/footstep/metala/metalthick_step2.ogg" +step/metal/a3 "SOUNDS/footstep/metala/metalthick_step3.ogg" +step/metal/a4 "SOUNDS/footstep/metala/metalthick_step4.ogg" +step/metal/a5 "SOUNDS/footstep/metala/metalthick_step5.ogg" +step/metal/a6 "SOUNDS/footstep/metala/metalthick_step6.ogg" +step/metal/a7 "SOUNDS/footstep/metala/metalthick_step7.ogg" +step/metal/a8 "SOUNDS/footstep/metala/metalthick_step8.ogg" +$random step/metal/a { + step/metal/a1 + step/metal/a2 + step/metal/a3 + step/metal/a4 + step/metal/a5 + step/metal/a6 + step/metal/a7 + step/metal/a8 +} + +// Metal A (Solid metal) +step/metal/b1 "SOUNDS/footstep/metalb/metalthin_step1.ogg" +step/metal/b2 "SOUNDS/footstep/metalb/metalthin_step2.ogg" +step/metal/b3 "SOUNDS/footstep/metalb/metalthin_step3.ogg" +step/metal/b4 "SOUNDS/footstep/metalb/metalthin_step4.ogg" +step/metal/b5 "SOUNDS/footstep/metalb/metalthin_step5.ogg" +step/metal/b6 "SOUNDS/footstep/metalb/metalthin_step6.ogg" +step/metal/b7 "SOUNDS/footstep/metalb/metalthin_step7.ogg" +step/metal/b8 "SOUNDS/footstep/metalb/metalthin_step8.ogg" +$random step/metal/b { + step/metal/b1 + step/metal/b2 + step/metal/b3 + step/metal/b4 + step/metal/b5 + step/metal/b6 + step/metal/b7 + step/metal/b8 +} + +// Rock +step/rock1 "SOUNDS/footstep/rock/rock_step1.ogg" +step/rock2 "SOUNDS/footstep/rock/rock_step2.ogg" +step/rock3 "SOUNDS/footstep/rock/rock_step3.ogg" +step/rock4 "SOUNDS/footstep/rock/rock_step4.ogg" +step/rock5 "SOUNDS/footstep/rock/rock_step5.ogg" +step/rock6 "SOUNDS/footstep/rock/rock_step6.ogg" +step/rock7 "SOUNDS/footstep/rock/rock_step7.ogg" +step/rock8 "SOUNDS/footstep/rock/rock_step8.ogg" +$random step/rock { + step/rock1 + step/rock2 + step/rock3 + step/rock4 + step/rock5 + step/rock6 + step/rock7 + step/rock8 +} + +// Tile A +step/tile/a1 "SOUNDS/footstep/tilea/tile2_step1.ogg" +step/tile/a2 "SOUNDS/footstep/tilea/tile2_step2.ogg" +step/tile/a3 "SOUNDS/footstep/tilea/tile2_step3.ogg" +step/tile/a4 "SOUNDS/footstep/tilea/tile2_step4.ogg" +$random step/tile/a { + step/tile/a1 + step/tile/a2 + step/tile/a3 + step/tile/a4 +} + +// Tile B (Hallways, Marble/Finer Tiles) +step/tile/b1 "SOUNDS/footstep/tileb/marble_step1.ogg" +step/tile/b2 "SOUNDS/footstep/tileb/marble_step2.ogg" +step/tile/b3 "SOUNDS/footstep/tileb/marble_step3.ogg" +step/tile/b4 "SOUNDS/footstep/tileb/marble_step4.ogg" +step/tile/b5 "SOUNDS/footstep/tileb/marble_step5.ogg" +step/tile/b6 "SOUNDS/footstep/tileb/marble_step6.ogg" +step/tile/b7 "SOUNDS/footstep/tileb/marble_step7.ogg" +step/tile/b8 "SOUNDS/footstep/tileb/marble_step8.ogg" +$random step/tile/b { + step/tile/b1 + step/tile/b2 + step/tile/b3 + step/tile/b4 + step/tile/b5 + step/tile/b6 + step/tile/b7 + step/tile/b8 +} + +// Wood +step/wood1 "SOUNDS/footstep/wood/wood_step1.ogg" +step/wood2 "SOUNDS/footstep/wood/wood_step2.ogg" +step/wood3 "SOUNDS/footstep/wood/wood_step3.ogg" +step/wood4 "SOUNDS/footstep/wood/wood_step4.ogg" +step/wood5 "SOUNDS/footstep/wood/wood_step5.ogg" +step/wood6 "SOUNDS/footstep/wood/wood_step6.ogg" +step/wood7 "SOUNDS/footstep/wood/wood_step7.ogg" +step/wood8 "SOUNDS/footstep/wood/wood_step8.ogg" +$random step/wood { + step/wood1 + step/wood2 + step/wood3 + step/wood4 + step/wood5 + step/wood6 + step/wood7 + step/wood8 +} + +// Slime +step/slime1 "SOUNDS/footstep/slime/squish_step1.ogg" +step/slime2 "SOUNDS/footstep/slime/squish_step2.ogg" +step/slime3 "SOUNDS/footstep/slime/squish_step3.ogg" +step/slime4 "SOUNDS/footstep/slime/squish_step4.ogg" +step/slime5 "SOUNDS/footstep/slime/squish_step5.ogg" +step/slime6 "SOUNDS/footstep/slime/squish_step6.ogg" +step/slime7 "SOUNDS/footstep/slime/squish_step7.ogg" +step/slime8 "SOUNDS/footstep/slime/squish_step8.ogg" +$random step/slime { + step/slime1 + step/slime2 + step/slime3 + step/slime4 + step/slime5 + step/slime6 + step/slime7 + step/slime8 +} + +// Flesh +step/flesh1 "SOUNDS/footstep/flesh/flesh_step1.ogg" +step/flesh2 "SOUNDS/footstep/flesh/flesh_step2.ogg" +step/flesh3 "SOUNDS/footstep/flesh/flesh_step3.ogg" +step/flesh4 "SOUNDS/footstep/flesh/flesh_step4.ogg" +step/flesh5 "SOUNDS/footstep/flesh/flesh_step5.ogg" +step/flesh6 "SOUNDS/footstep/flesh/flesh_step6.ogg" +step/flesh7 "SOUNDS/footstep/flesh/flesh_step7.ogg" +step/flesh8 "SOUNDS/footstep/flesh/flesh_step8.ogg" +$random step/flesh { + step/flesh1 + step/flesh2 + step/flesh3 + step/flesh4 + step/flesh5 + step/flesh6 + step/flesh7 + step/flesh8 +} + +// Lava +step/lava1 DSLAVA1 +step/lava2 DSLAVA2 +step/lava3 DSLAVA3 +step/lava4 DSLAVA4 +$random step/lava { + step/lava1 + step/lava2 + step/lava3 + step/lava4 +} \ No newline at end of file diff --git a/SNDINFO.PBDoomguy and Marines b/SNDINFO.PBDoomguy and Marines index 6f8b6e7696..a3ae1f83eb 100644 --- a/SNDINFO.PBDoomguy and Marines +++ b/SNDINFO.PBDoomguy and Marines @@ -2,6 +2,8 @@ // Project Brutality Doomguy // //////////////////////////////////////////////////////// +$pitchshiftrange 0 + $random execution/impactHeavy { execution/heavy1 execution/heavy2 execution/heavy3 } execution/heavy1 "sounds/doomguy and marines/doomguy/sounds/Execution/ExecutionHeavyImpact1.ogg" execution/heavy2 "sounds/doomguy and marines/doomguy/sounds/Execution/ExecutionHeavyImpact2.ogg" @@ -34,14 +36,24 @@ marine/superfist6 plspnch6 //////////////////////////////////////////////////////////////////////////////// //Doomguy's Sounds IGOTSAW IGOTSAW +$playersound player male *struggle_1 STRUGGL1 +$playersound player male *struggle_2 STRUGGL2 +$random player/struggle { *struggle_1 *struggle_2 } + +$playersound player male *cough_1 COUGHING +$playersound player male *cough_2 COUGHIN2 +$random player/cough { *cough_1 *cough_2 } + // Offend Sound -$random FUCK { FUCK1 FUCK2 FUCK3 FUCK4 FUCK5 FUCK6 } + +$random FUCK { FUCK1 FUCK2 FUCK3 FUCK4 FUCK5 FUCK6 FUCK7 } FUCK1 FUCK1 FUCK2 FUCK2 FUCK3 FUCK3 FUCK4 FUCK4 FUCK5 FUCK5 FUCK6 FUCK6 +FUCK7 FUCK7 // Melee Taunts $random MTAUN { MTAUN01 MTAUN02 MTAUN03 MTAUN04 MTAUN05 MTAUN06 MTAUN07 } MTAUN01 MTAUN01 diff --git a/SNDINFO.PBWeapons b/SNDINFO.PBWeapons index db78d01f4f..305f8b68e2 100644 --- a/SNDINFO.PBWeapons +++ b/SNDINFO.PBWeapons @@ -227,7 +227,6 @@ weapons/pistol 3XPFIRE1 //2PFIRE2 2XPFIRE2 //2PFIRE3 2XPFIRE3 $volume weapons/pistol 0.8 -$rolloff weapons/pistol 100 2200 $random weapons/smcasebounce { brc1 brc2 brc3 brc4 brc5 brc6 brc7 brc8 brc9 } $rolloff weapons/smcasebounce 50 250 brc1 brass_c1 @@ -279,7 +278,6 @@ REVOFR1 REVOFR1 REVOFR2 REVOFR2 REVOFR3 REVOFR3 REVOFR4 REVOFR4 -$rolloff revolver/fire 100 2200 revolver/ricochet RICOCHET Weapons/Revolver/Open REVOOPEN Weapons/Revolver/Load REVOLOAD @@ -289,12 +287,30 @@ Weapons/Revolver/Click2 REVCLK2 CYLNSPIN CYLNSPIN //SMG's -weapons/smg_up DSRAIEQ -weapons/smg_out DSRAIFOU -weapons/smg_in DSRAIFIN -weapons/smg_click DSRAIFCK -weapons/smg_magfly1 DSRAICU -weapons/smg_magfly2 DSRAICV +weapons/silencedsmg dsraisfr +//weapons/smg/overlay dsraifro + +weapons/smg/boltlock raiflock +weapons/smg/armswing raifarms + +weapons/smg/screw/off "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_sil_off.ogg" +weapons/smg/screw/on "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_sil_on.ogg" + +weapons/smg/raise "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_raise.ogg" +weapons/smg/tilt "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_tilt.ogg" +weapons/smg/lower "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_lower.ogg" +weapons/smg/respectraise "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_respectraise.ogg" +weapons/smg/armup "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_armup.ogg" +weapons/smg/respectmagup "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_respectmagup.ogg" + +weapons/smg/screw_1 "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_sil1.ogg" +weapons/smg/screw_2 "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_sil2.ogg" +weapons/smg/screw_3 "SOUNDS/COMBAT/WEAPONS/Pistol caliber weapons/SMG/smg_sil3.ogg" + +$Random ZSpecOps/MGun { ZSPCMGN1 ZSPCMGN2 } +ZSPCMGN1 DSRAIFR1 +ZSPCMGN2 DSRAIFR2 + //MP40 weapons/MP40_up MP40SELE @@ -315,7 +331,6 @@ $random FLAKFIRE { SSALT1 SSALT2 SSALT3} SSALT1 SSALT1 SSALT2 SSALT2 SSALT3 SSALT3 -$rolloff FLAKFIRE 100 2200 H4SGCOCK H4SGCOCK ASGIN ASGIN ASGOUT ASGOUT @@ -329,7 +344,6 @@ XSG6 A4SGFIR6 XSG7 A4SGFIR7 XSG8 A4SGFIR8 //$volume Weapons/AutoShotgun 0.61 -$rolloff Weapons/AutoShotgun 100 2200 weapons/autoshotgun/respect1 ASGRSP1 weapons/autoshotgun/drumreload1 ASGDRM1 weapons/autoshotgun/drumreload2 ASGDRM2 @@ -346,9 +360,7 @@ $random weapons/sg { 3AWFIRE1 3AWFIRE2 3AWFIRE3 3AWFIRE4 } 3AWFIRE2 3AWFIRE2 3AWFIRE3 3AWFIRE3 3AWFIRE4 3AWFIRE4 -$rolloff Weapons/sg 100 2200 SlugShot SlugSS1 -$rolloff SlugShot 100 2200 DRBTFIRE DRBTFIRE $random insertshell { shellin1 shellin2 shellin3 shellin4 } shellin1 shtload1 @@ -376,7 +388,6 @@ $random weapons/shh2 { SSGAlt1 SSGAlt2 SSGAlt3 } SSGAlt1 shfire1 SSGAlt2 shfire2 SSGAlt3 shfire3 -$rolloff Weapons/shh2 100 2200 weapons/ssg/close SSGCLOSE weapons/ssg/open SSGOPEN weapons/ssg/in SSGIN @@ -384,7 +395,6 @@ $random SSHFIRE { SSHFIRE0 SSHFIRE2 SSHFIRE3 } SSHFIRE0 SSHFIRE0 SSHFIRE2 SSHFIRE2 SSHFIRE3 SSHFIRE3 -$rolloff SSHFIRE 100 2200 weapons/ssg/inspect1 SSGINS1 weapons/ssg/inspect2 SSGINS2 weapons/ssg/inspect3 SSGINS3 @@ -394,16 +404,13 @@ CLIPINQS CLIPINQS weapons/ssg/close SSGCLOSE weapons/ssg/in SSGIN weapons/ssg/fire SSGFIRE -$rolloff weapons/ssg/fire 100 2200 FireSuperShotgun SSGFIRE1 -$rolloff FireSuperShotgun 100 2200 $volume FireSuperShotgun 1.3 $volume weapons/casing2 0.9 //QUAD SHOTGUN QSGCHRG QSGCHRG QSGFIRE1 QSGFIRE1 -$rolloff QSGFIRE1 100 2200 QSGIN QSGIN QSGCLSE QSGCLSE QSGOPN QSGOPN @@ -568,7 +575,6 @@ weapons/nailgun/inspect6 NLGNS07 weapons/nailgun/inspect7 NLGNS08 weapons/nailgun/inspect8 NLGNS09 weapons/nailgun/fireloop NLGNSF1 -$rolloff weapons/nailgun/fireloop 1200 1600 weapons/nailgun/firestop NLGNSF2 weapons/nailgun/altfire NLGNSF3 weapons/nailgun/altcharge NLGNSC1 @@ -738,7 +744,6 @@ PLSPICK PLSPICK PLSULT PLSULT weapons/plasmarifle PLASMA $limit weapons/plasmarifle 0 -$rolloff weapons/plasmarifle 100 2200 $volume weapons/plasmarifle 0.9 PLASMA PLASM PLSALTFR PLSALTFR @@ -1185,228 +1190,184 @@ weapons/lowammo/nailgun lowammo9 // used when completely out of ammo weapons/LowAmmo/sweetener loaclick -// Atmospheric sounds - -weapons/atmo/ext/ar_1 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar3_fire_plr_atmo_ext1_01.ogg" -weapons/atmo/ext/ar_2 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar3_fire_plr_atmo_ext1_02.ogg" -weapons/atmo/ext/ar_3 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar3_fire_plr_atmo_ext1_03.ogg" -weapons/atmo/ext/ar_4 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar3_fire_plr_atmo_ext1_04.ogg" -weapons/atmo/ext/ar_5 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar3_fire_plr_atmo_ext1_05.ogg" -weapons/atmo/ext/ar_6 "SOUNDS/COMBAT/Atmosphere/ext/ar/weap_ar3_fire_plr_atmo_ext1_06.ogg" -$random weapons/atmo/ext/ar { - weapons/atmo/ext/ar_1 - weapons/atmo/ext/ar_2 - weapons/atmo/ext/ar_3 - weapons/atmo/ext/ar_4 - weapons/atmo/ext/ar_5 - weapons/atmo/ext/ar_6 +bulletimpact/wood_1 "SOUNDS/COMBAT/Impact/wood/blt_imp_wood_near_01.ogg" +bulletimpact/wood_2 "SOUNDS/COMBAT/Impact/wood/blt_imp_wood_near_02.ogg" +bulletimpact/wood_3 "SOUNDS/COMBAT/Impact/wood/blt_imp_wood_near_03.ogg" +bulletimpact/wood_4 "SOUNDS/COMBAT/Impact/wood/blt_imp_wood_near_04.ogg" +bulletimpact/wood_5 "SOUNDS/COMBAT/Impact/wood/blt_imp_wood_near_05.ogg" +bulletimpact/wood_6 "SOUNDS/COMBAT/Impact/wood/blt_imp_wood_near_06.ogg" + +$random bulletimpact/wood { + bulletimpact/wood_1 + bulletimpact/wood_2 + bulletimpact/wood_3 + bulletimpact/wood_4 + bulletimpact/wood_5 + bulletimpact/wood_6 } - -weapons/atmo/ext/lmg_1 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_01.ogg" -weapons/atmo/ext/lmg_2 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_02.ogg" -weapons/atmo/ext/lmg_3 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_03.ogg" -weapons/atmo/ext/lmg_4 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_04.ogg" -weapons/atmo/ext/lmg_5 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_05.ogg" -weapons/atmo/ext/lmg_6 "SOUNDS/COMBAT/Atmosphere/ext/lmg/weap_lmg_fire_plr_atmo_ext2_06.ogg" -$random weapons/atmo/ext/lmg { - weapons/atmo/ext/lmg_1 - weapons/atmo/ext/lmg_2 - weapons/atmo/ext/lmg_3 - weapons/atmo/ext/lmg_4 - weapons/atmo/ext/lmg_5 - weapons/atmo/ext/lmg_6 +bulletimpact/dirt_1 "SOUNDS/COMBAT/Impact/dirt/blt_imp_dirt_near_01.ogg" +bulletimpact/dirt_2 "SOUNDS/COMBAT/Impact/dirt/blt_imp_dirt_near_02.ogg" +bulletimpact/dirt_3 "SOUNDS/COMBAT/Impact/dirt/blt_imp_dirt_near_03.ogg" +bulletimpact/dirt_4 "SOUNDS/COMBAT/Impact/dirt/blt_imp_dirt_near_04.ogg" +bulletimpact/dirt_5 "SOUNDS/COMBAT/Impact/dirt/blt_imp_dirt_near_05.ogg" +bulletimpact/dirt_6 "SOUNDS/COMBAT/Impact/dirt/blt_imp_dirt_near_06.ogg" + +$random bulletimpact/dirt { + bulletimpact/dirt_1 + bulletimpact/dirt_2 + bulletimpact/dirt_3 + bulletimpact/dirt_4 + bulletimpact/dirt_5 + bulletimpact/dirt_6 } - -weapons/atmo/ext/pistol_1 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_01.ogg" -weapons/atmo/ext/pistol_2 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_02.ogg" -weapons/atmo/ext/pistol_3 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_03.ogg" -weapons/atmo/ext/pistol_4 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_04.ogg" -weapons/atmo/ext/pistol_5 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_05.ogg" -weapons/atmo/ext/pistol_6 "SOUNDS/COMBAT/Atmosphere/ext/pistol/weap_pistol_fire_plr_atmo_ext1_06.ogg" -$random weapons/atmo/ext/pistol { - weapons/atmo/ext/pistol_1 - weapons/atmo/ext/pistol_2 - weapons/atmo/ext/pistol_3 - weapons/atmo/ext/pistol_4 - weapons/atmo/ext/pistol_5 - weapons/atmo/ext/pistol_6 -} - -weapons/atmo/ext/pistol_mag_1 "SOUNDS/COMBAT/Atmosphere/ext/pistol_mag/weap_pistol_mag_fire_plr_atmo_ext1_01.ogg" -weapons/atmo/ext/pistol_mag_2 "SOUNDS/COMBAT/Atmosphere/ext/pistol_mag/weap_pistol_mag_fire_plr_atmo_ext1_02.ogg" -weapons/atmo/ext/pistol_mag_3 "SOUNDS/COMBAT/Atmosphere/ext/pistol_mag/weap_pistol_mag_fire_plr_atmo_ext1_03.ogg" -weapons/atmo/ext/pistol_mag_4 "SOUNDS/COMBAT/Atmosphere/ext/pistol_mag/weap_pistol_mag_fire_plr_atmo_ext1_04.ogg" -weapons/atmo/ext/pistol_mag_5 "SOUNDS/COMBAT/Atmosphere/ext/pistol_mag/weap_pistol_mag_fire_plr_atmo_ext1_05.ogg" -weapons/atmo/ext/pistol_mag_6 "SOUNDS/COMBAT/Atmosphere/ext/pistol_mag/weap_pistol_mag_fire_plr_atmo_ext1_06.ogg" -$random weapons/atmo/ext/pistol_mag { - weapons/atmo/ext/pistol_mag_1 - weapons/atmo/ext/pistol_mag_2 - weapons/atmo/ext/pistol_mag_3 - weapons/atmo/ext/pistol_mag_4 - weapons/atmo/ext/pistol_mag_5 - weapons/atmo/ext/pistol_mag_6 -} - -weapons/atmo/ext/pistol_sup_1 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_01.ogg" -weapons/atmo/ext/pistol_sup_2 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_02.ogg" -weapons/atmo/ext/pistol_sup_3 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_03.ogg" -weapons/atmo/ext/pistol_sup_4 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_04.ogg" -weapons/atmo/ext/pistol_sup_5 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_05.ogg" -weapons/atmo/ext/pistol_sup_6 "SOUNDS/COMBAT/Atmosphere/ext/pistol_sup/weap_pistol_sup_fire_plr_atmo_ext1_06.ogg" -$random weapons/atmo/ext/pistol_sup { - weapons/atmo/ext/pistol_sup_1 - weapons/atmo/ext/pistol_sup_2 - weapons/atmo/ext/pistol_sup_3 - weapons/atmo/ext/pistol_sup_4 - weapons/atmo/ext/pistol_sup_5 - weapons/atmo/ext/pistol_sup_6 -} - -weapons/atmo/ext/shotgun_1 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_01.ogg" -weapons/atmo/ext/shotgun_2 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_02.ogg" -weapons/atmo/ext/shotgun_3 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_03.ogg" -weapons/atmo/ext/shotgun_4 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_04.ogg" -weapons/atmo/ext/shotgun_5 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_05.ogg" -weapons/atmo/ext/shotgun_6 "SOUNDS/COMBAT/Atmosphere/ext/shotgun/weap_shotgun_fire_plr_atmo_ext1_06.ogg" -$random weapons/atmo/ext/shotgun { - weapons/atmo/ext/shotgun_1 - weapons/atmo/ext/shotgun_2 - weapons/atmo/ext/shotgun_3 - weapons/atmo/ext/shotgun_4 - weapons/atmo/ext/shotgun_5 - weapons/atmo/ext/shotgun_6 -} - -weapons/atmo/ext/smg_1 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_01.ogg" -weapons/atmo/ext/smg_2 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_02.ogg" -weapons/atmo/ext/smg_3 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_03.ogg" -weapons/atmo/ext/smg_4 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_04.ogg" -weapons/atmo/ext/smg_5 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_05.ogg" -weapons/atmo/ext/smg_6 "SOUNDS/COMBAT/Atmosphere/ext/smg/weap_smg_fire_plr_atmo_ext1_06.ogg" -$random weapons/atmo/ext/smg { - weapons/atmo/ext/smg_1 - weapons/atmo/ext/smg_2 - weapons/atmo/ext/smg_3 - weapons/atmo/ext/smg_4 - weapons/atmo/ext/smg_5 - weapons/atmo/ext/smg_6 -} - -weapons/atmo/ext/sniper_1 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_01.ogg" -weapons/atmo/ext/sniper_2 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_02.ogg" -weapons/atmo/ext/sniper_3 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_03.ogg" -weapons/atmo/ext/sniper_4 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_04.ogg" -weapons/atmo/ext/sniper_5 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_05.ogg" -weapons/atmo/ext/sniper_6 "SOUNDS/COMBAT/Atmosphere/ext/sniper/weap_sniper_fire_plr_atmo_ext1_06.ogg" -$random weapons/atmo/ext/sniper { - weapons/atmo/ext/sniper_1 - weapons/atmo/ext/sniper_2 - weapons/atmo/ext/sniper_3 - weapons/atmo/ext/sniper_4 - weapons/atmo/ext/sniper_5 - weapons/atmo/ext/sniper_6 -} - -weapons/atmo/int/ar_1 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_01.ogg" -weapons/atmo/int/ar_2 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_02.ogg" -weapons/atmo/int/ar_3 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_03.ogg" -weapons/atmo/int/ar_4 "SOUNDS/COMBAT/Atmosphere/int/ar/weap_ar_fire_plr_atmo_int1_04.ogg" -$random weapons/atmo/int/ar { - weapons/atmo/int/ar_1 - weapons/atmo/int/ar_2 - weapons/atmo/int/ar_3 - weapons/atmo/int/ar_4 -} - -weapons/atmo/int/lmg_1 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_01.ogg" -weapons/atmo/int/lmg_2 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_02.ogg" -weapons/atmo/int/lmg_3 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_03.ogg" -weapons/atmo/int/lmg_4 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_04.ogg" -weapons/atmo/int/lmg_5 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_05.ogg" -weapons/atmo/int/lmg_6 "SOUNDS/COMBAT/Atmosphere/int/lmg/weap_lmg_fire_plr_atmo_int1_06.ogg" -$random weapons/atmo/int/lmg { - weapons/atmo/int/lmg_1 - weapons/atmo/int/lmg_2 - weapons/atmo/int/lmg_3 - weapons/atmo/int/lmg_4 - weapons/atmo/int/lmg_5 - weapons/atmo/int/lmg_6 -} - - -weapons/atmo/int/pistol_1 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_01.ogg" -weapons/atmo/int/pistol_2 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_02.ogg" -weapons/atmo/int/pistol_3 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_03.ogg" -weapons/atmo/int/pistol_4 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_04.ogg" -weapons/atmo/int/pistol_5 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_05.ogg" -weapons/atmo/int/pistol_6 "SOUNDS/COMBAT/Atmosphere/int/pistol/weap_pistol_fire_plr_atmo_int1_06.ogg" -$random weapons/atmo/int/pistol { - weapons/atmo/int/pistol_1 - weapons/atmo/int/pistol_2 - weapons/atmo/int/pistol_3 - weapons/atmo/int/pistol_4 - weapons/atmo/int/pistol_5 - weapons/atmo/int/pistol_6 +bulletimpact/gravel_1 "SOUNDS/COMBAT/Impact/gravel/blt_imp_gravel_near_01.ogg" +bulletimpact/gravel_2 "SOUNDS/COMBAT/Impact/gravel/blt_imp_gravel_near_02.ogg" +bulletimpact/gravel_3 "SOUNDS/COMBAT/Impact/gravel/blt_imp_gravel_near_03.ogg" +bulletimpact/gravel_4 "SOUNDS/COMBAT/Impact/gravel/blt_imp_gravel_near_04.ogg" +bulletimpact/gravel_5 "SOUNDS/COMBAT/Impact/gravel/blt_imp_gravel_near_05.ogg" +bulletimpact/gravel_6 "SOUNDS/COMBAT/Impact/gravel/blt_imp_gravel_near_06.ogg" + +$random bulletimpact/gravel { + bulletimpact/gravel_1 + bulletimpact/gravel_2 + bulletimpact/gravel_3 + bulletimpact/gravel_4 + bulletimpact/gravel_5 + bulletimpact/gravel_6 } -weapons/atmo/int/pistol_sup_1 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_01.ogg" -weapons/atmo/int/pistol_sup_2 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_02.ogg" -weapons/atmo/int/pistol_sup_3 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_03.ogg" -weapons/atmo/int/pistol_sup_4 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_04.ogg" -weapons/atmo/int/pistol_sup_5 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_05.ogg" -weapons/atmo/int/pistol_sup_6 "SOUNDS/COMBAT/Atmosphere/int/pistol_sup/weap_pistol_sup_fire_plr_atmo_int1_06.ogg" -$random weapons/atmo/int/pistol_sup { - weapons/atmo/int/pistol_sup_1 - weapons/atmo/int/pistol_sup_2 - weapons/atmo/int/pistol_sup_3 - weapons/atmo/int/pistol_sup_4 - weapons/atmo/int/pistol_sup_5 - weapons/atmo/int/pistol_sup_6 +bulletimpact/metal/a_1 "SOUNDS/COMBAT/Impact/metal_a/blt_imp_metal_thick_near_01.ogg" +bulletimpact/metal/a_2 "SOUNDS/COMBAT/Impact/metal_a/blt_imp_metal_thick_near_02.ogg" +bulletimpact/metal/a_3 "SOUNDS/COMBAT/Impact/metal_a/blt_imp_metal_thick_near_03.ogg" +bulletimpact/metal/a_4 "SOUNDS/COMBAT/Impact/metal_a/blt_imp_metal_thick_near_04.ogg" +bulletimpact/metal/a_5 "SOUNDS/COMBAT/Impact/metal_a/blt_imp_metal_thick_near_05.ogg" +bulletimpact/metal/a_6 "SOUNDS/COMBAT/Impact/metal_a/blt_imp_metal_thick_near_06.ogg" + +$random bulletimpact/metal/a { + bulletimpact/metal/a_1 + bulletimpact/metal/a_2 + bulletimpact/metal/a_3 + bulletimpact/metal/a_4 + bulletimpact/metal/a_5 + bulletimpact/metal/a_6 } -weapons/atmo/int/shotgun_1 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_01.ogg" -weapons/atmo/int/shotgun_2 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_02.ogg" -weapons/atmo/int/shotgun_3 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_03.ogg" -weapons/atmo/int/shotgun_4 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_04.ogg" -weapons/atmo/int/shotgun_5 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_05.ogg" -weapons/atmo/int/shotgun_6 "SOUNDS/COMBAT/Atmosphere/int/shotgun/weap_shotgun_fire_plr_atmo_int1_06.ogg" -$random weapons/atmo/int/shotgun { - weapons/atmo/int/shotgun_1 - weapons/atmo/int/shotgun_2 - weapons/atmo/int/shotgun_3 - weapons/atmo/int/shotgun_4 - weapons/atmo/int/shotgun_5 - weapons/atmo/int/shotgun_6 +bulletimpact/metal/b_1 "SOUNDS/COMBAT/Impact/metal_b/blt_imp_metal_thin_near_01.ogg" +bulletimpact/metal/b_2 "SOUNDS/COMBAT/Impact/metal_b/blt_imp_metal_thin_near_02.ogg" +bulletimpact/metal/b_3 "SOUNDS/COMBAT/Impact/metal_b/blt_imp_metal_thin_near_03.ogg" +bulletimpact/metal/b_4 "SOUNDS/COMBAT/Impact/metal_b/blt_imp_metal_thin_near_04.ogg" +bulletimpact/metal/b_5 "SOUNDS/COMBAT/Impact/metal_b/blt_imp_metal_thin_near_05.ogg" +bulletimpact/metal/b_6 "SOUNDS/COMBAT/Impact/metal_b/blt_imp_metal_thin_near_06.ogg" + +$random bulletimpact/metal/b { + bulletimpact/metal/b_1 + bulletimpact/metal/b_2 + bulletimpact/metal/b_3 + bulletimpact/metal/b_4 + bulletimpact/metal/b_5 + bulletimpact/metal/b_6 } -weapons/atmo/int/smg_1 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_01.ogg" -weapons/atmo/int/smg_2 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_02.ogg" -weapons/atmo/int/smg_3 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_03.ogg" -weapons/atmo/int/smg_4 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_04.ogg" -weapons/atmo/int/smg_5 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_05.ogg" -weapons/atmo/int/smg_6 "SOUNDS/COMBAT/Atmosphere/int/smg/weap_smg_fire_plr_atmo_int1_06.ogg" -$random weapons/atmo/int/smg { - weapons/atmo/int/smg_1 - weapons/atmo/int/smg_2 - weapons/atmo/int/smg_3 - weapons/atmo/int/smg_4 - weapons/atmo/int/smg_5 - weapons/atmo/int/smg_6 +bulletimpact/water_1 "SOUNDS/COMBAT/Impact/water/blt_imp_water_01.ogg" +bulletimpact/water_2 "SOUNDS/COMBAT/Impact/water/blt_imp_water_02.ogg" +bulletimpact/water_3 "SOUNDS/COMBAT/Impact/water/blt_imp_water_03.ogg" +bulletimpact/water_4 "SOUNDS/COMBAT/Impact/water/blt_imp_water_04.ogg" +bulletimpact/water_5 "SOUNDS/COMBAT/Impact/water/blt_imp_water_05.ogg" + +$random bulletimpact/water { + bulletimpact/water_1 + bulletimpact/water_2 + bulletimpact/water_3 + bulletimpact/water_4 + bulletimpact/water_5 } -weapons/atmo/int/sniper_1 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_01.ogg" -weapons/atmo/int/sniper_2 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_02.ogg" -weapons/atmo/int/sniper_3 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_03.ogg" -weapons/atmo/int/sniper_4 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_04.ogg" -weapons/atmo/int/sniper_5 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_05.ogg" -weapons/atmo/int/sniper_6 "SOUNDS/COMBAT/Atmosphere/int/sniper/weap_sniper_fire_plr_atmo_int1_06.ogg" -$random weapons/atmo/int/sniper { - weapons/atmo/int/sniper_1 - weapons/atmo/int/sniper_2 - weapons/atmo/int/sniper_3 - weapons/atmo/int/sniper_4 - weapons/atmo/int/sniper_5 - weapons/atmo/int/sniper_6 -} \ No newline at end of file +$limit bulletimpact 1 +$volume bulletimpact 1.0 +$rolloff bulletimpact 200 700 + +$limit bulletimpact/wood 1 +$volume bulletimpact/wood 0.8 +$rolloff bulletimpact/wood 200 700 + +$limit bulletimpact/dirt 1 +$volume bulletimpact/dirt 1.0 +$rolloff bulletimpact/dirt 200 700 + +$limit bulletimpact/gravel 1 +$volume bulletimpact/gravel 0.8 +$rolloff bulletimpact/gravel 200 700 + +$limit bulletimpact/metal/a 1 +$volume bulletimpact/metal/a 0.8 +$rolloff bulletimpact/metal/a 200 700 + +$limit bulletimpact/metal/b 1 +$volume bulletimpact/metal/b 0.8 +$rolloff bulletimpact/metal/b 200 700 + +//weird ass sound +$limit bulletimpact/water 1 +$volume bulletimpact/water 0.8 +$rolloff bulletimpact/water 200 700 + +$pitchset weapons/deagle/fire 0.95 1.05 +$pitchset weapons/mp40_fire 0.95 1.05 +$pitchset weapons/pistol 0.95 1.05 +$pitchset weapons/suppressedpistol 0.95 1.05 +$pitchset revolver/fire 0.95 1.05 +$pitchset ZSpecOps/MGun 0.95 1.05 +$pitchset weapons/silencedsmg 0.95 1.05 +$pitchset weapons/smg/overlay 0.95 1.05 +$pitchset Weapons/AutoShotgun 0.95 1.05 +$pitchset QSGFIRE1 0.95 1.05 +$pitchset SSHFIRE 0.95 1.05 +$pitchset weapons/shh2 0.95 1.05 +$pitchset weapons/sg 0.95 1.05 +$pitchset DRBTFIRE 0.95 1.05 +$pitchset SlugShot 0.95 1.05 +$pitchset Weapons/Carbine/Fire 0.95 1.05 +$pitchset Weapons/Carbine/Fire2 0.95 1.05 +$pitchset LFIRE 0.95 1.05 +$pitchset MG42FIR 0.95 1.05 +$pitchset weapons/hdmr/fire 0.95 1.05 +$pitchset weapons/rifle 0.95 1.05 +$pitchset weapons/rifle/sniperfire 0.95 1.05 +$pitchset 0SRFIRE 0.95 1.05 +$pitchset weapons/firegrenade 0.95 1.05 +$pitchset m2plasma 0.95 1.05 +$pitchset PLSM9 0.95 1.05 + +$rolloff weapons/deagle/fire 100 3500 +$rolloff weapons/mp40_fire 100 3500 +$rolloff weapons/pistol 100 3500 +$rolloff weapons/suppressedpistol 100 3500 +$rolloff revolver/fire 100 3500 +$rolloff ZSpecOps/MGun 100 3500 +$rolloff weapons/silencedsmg 100 3500 +$rolloff weapons/smg/overlay 100 3500 +$rolloff Weapons/AutoShotgun 100 3500 +$rolloff QSGFIRE1 100 3500 +$rolloff SSHFIRE 100 3500 +$rolloff weapons/shh2 100 3500 +$rolloff weapons/sg 100 3500 +$rolloff DRBTFIRE 100 3500 +$rolloff SlugShot 100 3500 +$rolloff Weapons/Carbine/Fire 100 3500 +$rolloff Weapons/Carbine/Fire2 100 3500 +$rolloff LFIRE 100 3500 +$rolloff MG42FIR 100 3500 +$rolloff weapons/hdmr/fire 100 3500 +$rolloff weapons/rifle 100 3500 +$rolloff weapons/rifle/sniperfire 100 3500 +$rolloff 0SRFIRE 100 3500 +$rolloff weapons/firegrenade 100 3500 +$rolloff m2plasma 100 3500 +$rolloff PLSM9 100 3500 +$rolloff weapons/minigun/chaingunmode/fire 100 3500 +$rolloff weapons/minigunfire 100 3500 +$rolloff HRFire 100 3500 + +weapons/enemycarbine/fire "SOUNDS/COMBAT/WEAPONS/enemycarbine.ogg" \ No newline at end of file diff --git a/SNDINFO.Whizby b/SNDINFO.Whizby index d8f0ebe57f..a70a609b50 100644 --- a/SNDINFO.Whizby +++ b/SNDINFO.Whizby @@ -194,6 +194,7 @@ bulletcrack/far_7 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_far_07.ogg" bulletcrack/far_8 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_far_08.ogg" $random bulletcrack/far { bulletcrack/far_1 bulletcrack/far_2 bulletcrack/far_3 bulletcrack/far_4 bulletcrack/far_5 bulletcrack/far_6 bulletcrack/far_7 bulletcrack/far_8 } $rolloff bulletcrack/far 200 5000 +$volume bulletcrack/far 0.6 bulletcrack/med_1 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_med_01.ogg" bulletcrack/med_2 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_med_02.ogg" @@ -205,6 +206,7 @@ bulletcrack/med_7 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_med_07.ogg" bulletcrack/med_8 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_med_08.ogg" $random bulletcrack/med { bulletcrack/med_1 bulletcrack/med_2 bulletcrack/med_3 bulletcrack/med_4 bulletcrack/med_5 bulletcrack/med_6 bulletcrack/med_7 bulletcrack/med_8 } $rolloff bulletcrack/med 200 5000 +$volume bulletcrack/med 0.6 bulletcrack/near_1 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_near_01.ogg" bulletcrack/near_2 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_near_02.ogg" @@ -215,4 +217,5 @@ bulletcrack/near_6 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_near_06.ogg" bulletcrack/near_7 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_near_07.ogg" bulletcrack/near_8 "SOUNDS/Combat/Whizby/Normal/Cracks/bullet_crack_near_08.ogg" $random bulletcrack/near { bulletcrack/near_1 bulletcrack/near_2 bulletcrack/near_3 bulletcrack/near_4 bulletcrack/near_5 bulletcrack/near_6 bulletcrack/near_7 bulletcrack/near_8 } -$rolloff bulletcrack/near 200 5000 \ No newline at end of file +$rolloff bulletcrack/near 200 5000 +$volume bulletcrack/near 0.6 \ No newline at end of file diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_1.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_1.ogg new file mode 100644 index 0000000000..bdf2d36936 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_1.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_2.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_2.ogg new file mode 100644 index 0000000000..d06dbc7cba Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_2.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_3.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_3.ogg new file mode 100644 index 0000000000..8277af9530 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_3.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_4.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_4.ogg new file mode 100644 index 0000000000..f14ac89f64 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_4.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_5.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_5.ogg new file mode 100644 index 0000000000..bfde7051f0 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_5.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_6.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_6.ogg new file mode 100644 index 0000000000..4a0e2632d9 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_dist_6.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_1.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_1.ogg new file mode 100644 index 0000000000..dc77fdf152 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_1.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_2.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_2.ogg new file mode 100644 index 0000000000..1f8479de53 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_2.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_3.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_3.ogg new file mode 100644 index 0000000000..9eeaa772ec Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_3.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_4.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_4.ogg new file mode 100644 index 0000000000..e6c3ddb876 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_4.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_5.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_5.ogg new file mode 100644 index 0000000000..b75f5bdd5b Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_5.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_6.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_6.ogg new file mode 100644 index 0000000000..c0cfa2202b Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_far_6.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_1.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_1.ogg new file mode 100644 index 0000000000..cf23476b90 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_1.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_2.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_2.ogg new file mode 100644 index 0000000000..2bd3b7bf34 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_2.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_3.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_3.ogg new file mode 100644 index 0000000000..e05b2386fb Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_3.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_4.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_4.ogg new file mode 100644 index 0000000000..5d3cda387c Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_4.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_5.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_5.ogg new file mode 100644 index 0000000000..7737352d78 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_5.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_6.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_6.ogg new file mode 100644 index 0000000000..b4c8d54173 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/ar/ar_atmo_ext_med_6.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_1.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_1.ogg new file mode 100644 index 0000000000..5f8cebe088 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_1.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_2.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_2.ogg new file mode 100644 index 0000000000..b0d1d81b45 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_2.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_3.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_3.ogg new file mode 100644 index 0000000000..b9793756d0 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_3.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_4.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_4.ogg new file mode 100644 index 0000000000..360b41b03f Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_4.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_5.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_5.ogg new file mode 100644 index 0000000000..f17111f4a4 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_5.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_6.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_6.ogg new file mode 100644 index 0000000000..b84b6c14bd Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_dist_6.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_1.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_1.ogg new file mode 100644 index 0000000000..c008b4e84b Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_1.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_2.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_2.ogg new file mode 100644 index 0000000000..d94671e1cc Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_2.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_3.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_3.ogg new file mode 100644 index 0000000000..7d48ab1ef7 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_3.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_4.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_4.ogg new file mode 100644 index 0000000000..06a4416498 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_4.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_5.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_5.ogg new file mode 100644 index 0000000000..388095a1ef Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_5.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_6.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_6.ogg new file mode 100644 index 0000000000..3a89b29f3a Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_far_6.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_1.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_1.ogg new file mode 100644 index 0000000000..3daccc478a Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_1.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_2.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_2.ogg new file mode 100644 index 0000000000..e16e4d71ad Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_2.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_3.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_3.ogg new file mode 100644 index 0000000000..aff8041182 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_3.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_4.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_4.ogg new file mode 100644 index 0000000000..87dc3b2b4a Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_4.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_5.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_5.ogg new file mode 100644 index 0000000000..17fa4a0ef3 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_5.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_6.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_6.ogg new file mode 100644 index 0000000000..6e16fab88f Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/br/br_atmo_ext_med_6.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_1.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_1.ogg new file mode 100644 index 0000000000..780f87a9d3 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_1.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_2.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_2.ogg new file mode 100644 index 0000000000..dbc99f7837 Binary files /dev/null and b/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_2.ogg differ diff --git a/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_3.ogg b/SOUNDS/COMBAT/Atmosphere/distant/ext/dbshotgun/dbshotgun_atmo_ext_dist_3.ogg new file mode 100644 index 0000000000..254d52c6e0 Binary files /dev/null and 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Marines/DOOMGUY/Voice/oldONELIN06.ogg b/SOUNDS/Doomguy and Marines/DOOMGUY/Voice/oldONELIN06.ogg new file mode 100644 index 0000000000..e05d533824 Binary files /dev/null and b/SOUNDS/Doomguy and Marines/DOOMGUY/Voice/oldONELIN06.ogg differ diff --git a/SOUNDS/Doomguy and Marines/DOOMGUY/Voice/somethingtosay.ogg b/SOUNDS/Doomguy and Marines/DOOMGUY/Voice/somethingtosay.ogg new file mode 100644 index 0000000000..58955d99cd Binary files /dev/null and b/SOUNDS/Doomguy and Marines/DOOMGUY/Voice/somethingtosay.ogg differ diff --git a/SOUNDS/Items/ARMOR.ogg b/SOUNDS/Items/ARMOR.ogg index c8cd9f2879..100a1b0b9a 100644 Binary files a/SOUNDS/Items/ARMOR.ogg and b/SOUNDS/Items/ARMOR.ogg differ diff --git a/SOUNDS/compresssounds.sh b/SOUNDS/compresssounds.sh new file mode 100644 index 0000000000..fcb68e748c --- /dev/null +++ b/SOUNDS/compresssounds.sh @@ -0,0 +1,7 @@ +shopt -s globstar + +for file in ./**/*.wav +do + ffmpeg -i "$file" -c:a libvorbis -ar 44100 -ac 1 "${file%.*}.ogg" + rm "$file" +done diff --git a/SOUNDS/footstep/carpet/DSCARP1 b/SOUNDS/footstep/carpet/DSCARP1 deleted file mode 100644 index d3934c130e..0000000000 Binary files a/SOUNDS/footstep/carpet/DSCARP1 and /dev/null differ diff --git a/SOUNDS/footstep/carpet/DSCARP2 b/SOUNDS/footstep/carpet/DSCARP2 deleted file mode 100644 index f8bccfd604..0000000000 Binary files a/SOUNDS/footstep/carpet/DSCARP2 and /dev/null differ diff --git a/SOUNDS/footstep/carpet/DSCARP3 b/SOUNDS/footstep/carpet/DSCARP3 deleted file mode 100644 index 66bc267a1a..0000000000 Binary files a/SOUNDS/footstep/carpet/DSCARP3 and /dev/null differ diff --git a/SOUNDS/footstep/carpet/carpet_step1.ogg b/SOUNDS/footstep/carpet/carpet_step1.ogg new file mode 100644 index 0000000000..b4bd81893a Binary files /dev/null and b/SOUNDS/footstep/carpet/carpet_step1.ogg differ diff --git a/SOUNDS/footstep/carpet/carpet_step2.ogg b/SOUNDS/footstep/carpet/carpet_step2.ogg new file mode 100644 index 0000000000..e5583cc6ec Binary files /dev/null and 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0000000000..ed62aa189a Binary files /dev/null and b/SPRITES/WEAPONS/Slot 2/UACSMG/silencer_icon.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7E0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7E0.png index b4c0f3e5bb..6f88bb5246 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7E0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7E0.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7F0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7F0.png index cab8604ced..55646b0650 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7F0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS/R0F7F0.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1A0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1A0.png index 3f73129e53..93dd57ddea 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1A0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1A0.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1B0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1B0.png index 248a8294bf..5785e1136d 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1B0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1B0.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1C0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1C0.png index 6393a07b9e..ee07ae0a42 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1C0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1C0.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1D0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1D0.png index b0039e49f2..f3504e2fe8 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1D0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F1D0.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2A0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2A0.png index 62ac8dc5cd..c21976e8df 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2A0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2A0.png differ diff --git a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2B0.png b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2B0.png index 248a8294bf..77de418181 100644 Binary files a/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2B0.png and b/SPRITES/WEAPONS/Slot 4/DMR/ADS_Fire/R1F2B0.png differ diff --git a/actors/Decorations/Barrels/Core/TheNukageBarrel.dec b/actors/Decorations/Barrels/Core/TheNukageBarrel.dec index 2e10aa0a5a..71194dd1d9 100644 --- a/actors/Decorations/Barrels/Core/TheNukageBarrel.dec +++ b/actors/Decorations/Barrels/Core/TheNukageBarrel.dec @@ -6,13 +6,13 @@ ACTOR PB_NukageBarrel : SwitchableDecoration Replaces ExplosiveBarrel Health 25 Radius 12 Height 29 - Mass 200 + Mass 500 Speed 0 MaxTargetRange 200 PainSound "Barrel/pain" Deathsound "Barrel/Pain" -COUNTKILL - +NOBLOOD + -NOBLOOD +FRIENDLY +NOICEDEATH +LOOKALLAROUND @@ -31,8 +31,10 @@ ACTOR PB_NukageBarrel : SwitchableDecoration Replaces ExplosiveBarrel -DONTHARMCLASS +DOHARMSPECIES +ACTIVATEMCROSS + // +ISMONSTER //+FIXMAPTHINGPOS +usespecial + BloodType "PB_BulletImpactSheetMetal" Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial | THINGSPEC_Switch damagefactor "Melee", 0.1 damagefactor "Fatality", 0.1 damagefactor "Extremepunches", 0.1 damagefactor "Kick", 0.1 damagefactor "LowKick", 0.1 damagefactor "Cut", 0.1 damagefactor "Saw", 0.1 damagefactor "Massacre", 0.1 diff --git a/actors/Monsters/T1-Grunts/AutoShottyGuy.dec b/actors/Monsters/T1-Grunts/AutoShottyGuy.dec index 486c15ebe0..dd31fcaaf7 100644 --- a/actors/Monsters/T1-Grunts/AutoShottyGuy.dec +++ b/actors/Monsters/T1-Grunts/AutoShottyGuy.dec @@ -20,6 +20,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy damagefactor "TeleportRemover", 0.0 DropItem "DropedASG" DropItem "PB_GrenadeAmmo" 5 + PB_Monster.TailPitch 0.75 States { @@ -309,7 +310,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) ASGZ F 3 Bright //A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ EE 4 A_FaceTarget @@ -320,7 +321,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) ASGZ F 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ EE 4 A_FaceTarget @@ -331,7 +332,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) ASGZ F 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ EE 6 A_FaceTarget @@ -353,7 +354,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) ASGZ F 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ EE 3 A_FaceTarget @@ -364,7 +365,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) ASGZ F 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ EE 3 A_FaceTarget @@ -375,7 +376,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) ASGZ F 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ EE 3 A_FaceTarget @@ -386,7 +387,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(28, 42), 0, random(-3, 3), 0, 0) ASGZ F 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ EE 6 A_FaceTarget @@ -408,7 +409,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(38, 42), 0, random(-3, 3), 0, 0) ASGZ Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ X 5 A_FaceTarget @@ -419,7 +420,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(38, 42), 0, random(-3, 3), 0, 0) ASGZ Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ X 5 A_FaceTarget @@ -430,7 +431,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(38, 42), 0, random(-3, 3), 0, 0) ASGZ Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ X 5 A_FaceTarget @@ -441,7 +442,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(38, 42), 0, random(-3, 3), 0, 0) ASGZ Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) @@ -453,7 +454,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(38, 42), 0, random(-3, 3), 0, 0) ASGZ Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) ASGZ XE 6 A_FaceTarget @@ -476,7 +477,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(24, 28), 0, random(-3, 3), 0, 0) ASG9 Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) @@ -488,7 +489,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(24, 28), 0, random(-3, 3), 0, 0) ASG9 Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) @@ -500,7 +501,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(24, 28), 0, random(-3, 3), 0, 0) ASG9 Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) @@ -512,7 +513,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(24, 28), 0, random(-3, 3), 0, 0) ASG9 Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) @@ -524,7 +525,7 @@ ACTOR ASGGuy : PB_Sergeant //Replaces ShotgunGuy TNT1 A 0 A_PlaySound("Weapons/AutoShotgun") TNT1 AAAA 0 Bright A_CustomMissile("PB_MonsterTracer", random(24, 28), 0, random(-3, 3), 0, 0) ASG9 Y 3 Bright - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 A_SpawnItem ("ShotCaseSpawn", 0, 30,0) TNT1 A 0 diff --git a/actors/Monsters/T1-Grunts/Commando.dec b/actors/Monsters/T1-Grunts/Commando.dec index 4975efdec2..e369aa4daf 100644 --- a/actors/Monsters/T1-Grunts/Commando.dec +++ b/actors/Monsters/T1-Grunts/Commando.dec @@ -46,7 +46,7 @@ ACTOR PB_Commando: PB_Monster //Replaces ChaingunGuy PainSound "commando/pain" DeathSound "commando/death" ActiveSound "commando/active" - AttackSound "weapons/minigunfire2" + AttackSound "weapons/minigun/chaingunmode/fire" damagefactor "Kick", 0.4 damagefactor "Shrapnel", 0.4 damagefactor "explosiveimpact", 2.0 @@ -287,46 +287,52 @@ ACTOR PB_Commando: PB_Monster //Replaces ChaingunGuy MPOS E 1 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MPOS F 1 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) MPOS E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MPOS F 1 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 38, 0, random(-7, 7), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MPOS E 2 A_FaceTarget TNT1 A 0 - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MPOS F 1 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MPOS E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MPOS F 1 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 38, 0, random(-7, 7), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MPOS E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MPOS F 1 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") MPOS E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MPOS F 1 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 A_CheckSight("SeeContinue") TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") TNT1 A 0 A_CposRefire @@ -344,55 +350,61 @@ ACTOR PB_Commando: PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 A 0 MissileCrouchedContinue: - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MP1S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2", 2) + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire", 2) MP1S B 2 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 28, 0, random(-8, 8), 0) TNT1 A 0 TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MP1S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MP1S B 2 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 MP1S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MP1S B 2 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 MP1S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MP1S B 2 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 MP1S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MP1S B 2 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") MP1S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) - TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire") + TNT1 A 0 PB_DynamicTailMonster("lmg", "br") MP1S B 2 BRIGHT A_CustomMissile("PB_MonsterMinigunTracer", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 A_CPosRefire TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") Goto MissileCrouchedContinue diff --git a/actors/Monsters/T1-Grunts/HelmetCommando.dec b/actors/Monsters/T1-Grunts/HelmetCommando.dec index 2e7a60da2e..f6b581fd5d 100644 --- a/actors/Monsters/T1-Grunts/HelmetCommando.dec +++ b/actors/Monsters/T1-Grunts/HelmetCommando.dec @@ -264,46 +264,52 @@ ACTOR PB_HelmetCommando: PB_Commando //Replaces ChaingunGuy TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") MP2S F 1 BRIGHT A_CustomMissile("PB_RifleBullet", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MP2S E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") MP2S F 1 BRIGHT A_CustomMissile("PB_RifleBullet", 38, 0, random(-7, 7), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MP2S E 2 A_FaceTarget TNT1 A 0 TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) MP2S F 1 BRIGHT A_CustomMissile("PB_RifleBullet", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MP2S E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") MP2S F 1 BRIGHT A_CustomMissile("PB_RifleBullet", 38, 0, random(-7, 7), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + MP2S E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") MP2S F 1 BRIGHT A_CustomMissile("PB_RifleBullet", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") MP2S E 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") MP2S F 1 BRIGHT A_CustomMissile("PB_RifleBullet", 38, 0, random(-9, 9), 1, random(-2, 2)) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 A_CheckSight("SeeContinue") TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") TNT1 A 0 A_CposRefire @@ -322,6 +328,7 @@ ACTOR PB_HelmetCommando: PB_Commando //Replaces ChaingunGuy TNT1 A 0 MissileCrouchedContinue: TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") M94S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) @@ -329,48 +336,53 @@ ACTOR PB_HelmetCommando: PB_Commando //Replaces ChaingunGuy M94S B 2 BRIGHT A_CustomMissile("PB_RifleBullet", 28, 0, random(-8, 8), 0) TNT1 A 0 TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + M94S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") M94S B 2 BRIGHT A_CustomMissile("PB_RifleBullet", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 M94S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") M94S B 2 BRIGHT A_CustomMissile("PB_RifleBullet", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 M94S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") M94S B 2 BRIGHT A_CustomMissile("PB_RifleBullet", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 M94S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") M94S B 2 BRIGHT A_CustomMissile("PB_RifleBullet", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") M94S A 2 A_FaceTarget TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/minigunfire2") + TNT1 A 0 PB_DynamicTailMonster("ar", "ar") M94S B 2 BRIGHT A_CustomMissile("PB_RifleBullet", 28, 0, random(-8, 8), 0) TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0) - TNT1 A 0 A_Playsound("MinigunDistantFire", 6) + TNT1 A 0 A_CPosRefire TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue") Goto MissileCrouchedContinue diff --git a/actors/Monsters/T1-Grunts/LastStandMonsters.dec b/actors/Monsters/T1-Grunts/LastStandMonsters.dec index 89f82101ea..9d6b6970f4 100644 --- a/actors/Monsters/T1-Grunts/LastStandMonsters.dec +++ b/actors/Monsters/T1-Grunts/LastStandMonsters.dec @@ -30,6 +30,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -43,6 +44,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -56,6 +58,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -66,6 +69,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -82,6 +86,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -95,6 +100,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -158,6 +164,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45)) @@ -175,6 +182,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -190,6 +198,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -202,6 +211,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -223,6 +233,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -240,6 +251,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZBLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -301,6 +313,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45)) @@ -318,6 +331,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -333,6 +347,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -345,6 +360,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -366,6 +382,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -383,6 +400,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -440,6 +458,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -453,6 +472,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -466,6 +486,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -476,6 +497,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -492,6 +514,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -505,6 +528,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") 5BLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -570,6 +594,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -586,6 +611,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -602,6 +628,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -614,6 +641,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -635,6 +663,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -651,6 +680,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -718,6 +748,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -734,6 +765,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45)) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -751,6 +783,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45)) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -764,6 +797,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -785,6 +819,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -801,6 +836,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZSLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -870,6 +906,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -883,6 +920,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -896,6 +934,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -906,6 +945,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -922,6 +962,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -935,6 +976,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS B 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -1010,6 +1052,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45)) @@ -1027,6 +1070,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -1042,6 +1086,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -1054,6 +1099,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -1075,6 +1121,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -1092,6 +1139,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZCLS D 6 BRIGHT A_CustomMissile("PB_PistolBullet", 28, 0, random(-12, 12), 0) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 20,0) @@ -1163,6 +1211,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1176,6 +1225,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1189,6 +1239,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1199,6 +1250,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1215,6 +1267,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1228,6 +1281,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1298,6 +1352,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1311,6 +1366,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1324,6 +1380,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1334,6 +1391,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1350,6 +1408,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1363,6 +1422,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1424,6 +1484,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1437,6 +1498,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1450,6 +1512,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1460,6 +1523,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1476,6 +1540,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1489,6 +1554,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1555,6 +1621,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1568,6 +1635,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1581,6 +1649,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1591,6 +1660,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1607,6 +1677,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) @@ -1620,6 +1691,7 @@ States TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0) TNT1 A 0 A_PlaySound("weapons/pistol") + TNT1 A 0 // PB_DynamicTailMonster("smg", "smg") AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0) //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0) diff --git a/actors/Monsters/T1-Grunts/NAZIS.dec b/actors/Monsters/T1-Grunts/NAZIS.dec index 1457a58b84..cff92b567c 100644 --- a/actors/Monsters/T1-Grunts/NAZIS.dec +++ b/actors/Monsters/T1-Grunts/NAZIS.dec @@ -164,6 +164,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZI F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) @@ -172,6 +173,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZI F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) @@ -180,6 +182,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZI F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) @@ -188,6 +191,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZI F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) @@ -202,6 +206,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZW A 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW F 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -212,6 +217,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZW C 1 A_FaceTarget NAZW C 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW E 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -223,6 +229,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZW A 1 A_FaceTarget NAZW A 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW F 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -234,6 +241,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood NAZW C 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW E 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -249,6 +257,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+192, 2, 0, 0) NAZW A 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW F 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -261,6 +270,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+192, 2, 0, 0) NAZW C 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW E 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -274,6 +284,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+192, 2, 0, 0) NAZW A 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW F 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -285,6 +296,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+192, 2, 0, 0) NAZW C 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW E 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -300,6 +312,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+64, 2, 0, 0) NAZW A 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW F 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -312,6 +325,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+64, 2, 0, 0) NAZW C 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW E 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -325,6 +339,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+64, 2, 0, 0) NAZW A 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW F 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -336,6 +351,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood TNT1 A 0 ThrustThing(angle*256/360+64, 2, 0, 0) NAZW C 1 A_Recoil(-1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") NAZW E 1 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 A_GiveInventory("NaziAmmo",1) @@ -350,6 +366,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood N42I E 4 A_FACETARGET N42I F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) @@ -358,6 +375,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood N42I F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) @@ -366,6 +384,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood N42I F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) @@ -374,6 +393,7 @@ damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood N42I F 2 BRIGHT A_CustomMissile("PB_NaziBullet", 38, 0, random(-2, 2), 1) TNT1 A 0 A_PlaySound("weapons/MP40_fire") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 A 0 A_GiveInventory("NaziAmmo",1) TNT1 A 0 TNT1 A 0 A_SpawnItem ("Mp40CaseSpawn", 0, 30,0) diff --git a/actors/Monsters/T1-Grunts/QuadSGGuy.dec b/actors/Monsters/T1-Grunts/QuadSGGuy.dec index c493b9c095..1113a91c5d 100644 --- a/actors/Monsters/T1-Grunts/QuadSGGuy.dec +++ b/actors/Monsters/T1-Grunts/QuadSGGuy.dec @@ -287,9 +287,8 @@ Actor PB_QSGZombie: PB_HelmetSergeant //Replaces ShotgunGuy TNT1 A 0 TNT1 A 0 QSZM EEEE 5 A_FaceTarget - QSZM F 0 Bright A_PlaySound("QSGFIRE1", 12) - TNT1 A 0 - TNT1 A 0 + QSZM F 0 Bright A_PlaySound("QSGFIRE1", 12) + TNT1 A 0 PB_DynamicTailMonster("sniper", "sniper") QSZM F 0 Bright A_GiveInventory("QuadShotgunZombieCounter", 4) TNT1 A 0 TNT1 A 0 @@ -297,7 +296,6 @@ Actor PB_QSGZombie: PB_HelmetSergeant //Replaces ShotgunGuy TNT1 A 0 TNT1 A 0 QSZM F 4 - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("PB_ShotPelletQuad", random(16, 64), random(-25, 25), random(-20, 20), 0, random(-22, 22)) TNT1 A 0 TNT1 A 0 @@ -313,6 +311,7 @@ Actor PB_QSGZombie: PB_HelmetSergeant //Replaces ShotgunGuy TNT1 A 0 TNT1 A 0 QSZM F 0 Bright A_PlaySound("weapons/shh2", 8) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 TNT1 A 0 QSZM F 0 Bright A_GiveInventory("QuadShotgunZombieCounter", 1) @@ -321,11 +320,11 @@ Actor PB_QSGZombie: PB_HelmetSergeant //Replaces ShotgunGuy TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 AA 0 A_CustomMissile("QuadSingeTracer", random(28, 50), 0, random(-14, 14), 0, random(-17, 17)) QSZM F 4 Bright A_PlaySound("weapons/shh2", 8) + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun") TNT1 A 0 TNT1 A 0 TNT1 AA 0 A_CustomMissile("QuadSingeTracer", random(28, 50), 0, random(-14, 14), 0, random(-17, 17)) QSZM E 6 A_FaceTarget - TNT1 A 0 A_Playsound("SuperShotgunDistantGunshot", 3) TNT1 A 0 TNT1 A 0 QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 4, "Reload") diff --git a/actors/Monsters/T1-Grunts/ZSpecOps.dec b/actors/Monsters/T1-Grunts/ZSpecOps.dec index 9194d7c542..316a22aa7d 100644 --- a/actors/Monsters/T1-Grunts/ZSpecOps.dec +++ b/actors/Monsters/T1-Grunts/ZSpecOps.dec @@ -46,6 +46,7 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy PB_Monster.MonDMGMult 0.8, 1.0, 0.9, 1.0, 1.0, 0.9 PB_Monster.CanIRoll 0 PB_Monster.AttackRange 250 + PB_Monster.TailPitch 1.2 States { @@ -247,18 +248,21 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 A 0 TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0) ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 32, 0, random(-5, 5), 0, random(-5, 5)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 2 A_FaceTarget TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0) ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 32, 0, random(-5, 5), 0, random(-5, 5)) TNT1 A 0 ZSP2 E 2 A_FaceTarget TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0) ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 32, 0, random(-5, 5), 0, random(-5, 5)) @@ -267,6 +271,7 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 ZSP2 E 2 A_FaceTarget TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0) ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 32, 0, random(-5, 5), 0, random(-5, 5)) @@ -294,12 +299,14 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 A 0 TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0) ZSP2 F 3 BRIGHT A_CustomMissile("PB_PistolBullet", 32, 0, random(-5, 5), 0, random(-5, 5)) ZSP2 E 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 32, 0, random(-5, 5), 0, random(-5, 5)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 3 A_FaceTarget @@ -307,11 +314,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 34, 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 38, 0, random(-8, 8), 0, random(-9,9)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 3 A_FaceTarget @@ -319,11 +328,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 38, 0, random(-10, 10), 0, random(-3, 3)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 34, 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 3 A_FaceTarget @@ -331,11 +342,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", 38, 0, random(-8, 8), 0, random(-3, 3)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 F 2 BRIGHT A_CustomMissile("PB_PistolBullet", random(30, 42), 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 E 2 @@ -359,6 +372,7 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 A 0 TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_CustomMissile("SmokeSpawner", 30, 10, 15, 0) ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-1, 1), 0, random(-1, 1)) @@ -367,11 +381,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-1, 1), 0, random(-1, 1)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 @@ -379,11 +395,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-2, 2), 0, random(-2,2)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-2, 2), 0, random(-3, 3)) TNT1 A 0 TNT1 A 0 @@ -391,11 +409,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", random(30, 42), 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-5, 5), 0, random(-3, 3)) TNT1 A 0 TNT1 A 0 @@ -403,11 +423,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 M 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 M 2 BRIGHT A_CustomMissile("PB_PistolBullet", 30, 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 M 3 A_FaceTarget @@ -427,6 +449,7 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy TNT1 A 0 TNT1 A 0 TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_CustomMissile("SmokeSpawner", 38, 11, 15, 0) ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", 37, 0, random(-5, 5), 0, random(-5, 5)) @@ -435,11 +458,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 N 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", 37, 0, random(-5, 5), 0, random(-5, 5)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 N 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", random(30, 42), 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) TNT1 A 0 @@ -447,11 +472,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 N 3 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", 38, 0, random(-1, 1), 0, random(-1,1)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 N 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", 38, 0, random(-3, 3), 0, random(-3, 3)) TNT1 A 0 TNT1 A 0 @@ -459,11 +486,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 N 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", random(30, 42), 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 N 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", 38, 0, random(-10, 10), 0, random(-3, 3)) TNT1 A 0 TNT1 A 0 @@ -471,11 +500,13 @@ Actor PB_ZSpecOps : PB_Monster //Replaces ChaingunGuy ZSP2 N 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", random(30, 42), 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 N 2 A_FaceTarget TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0) TNT1 A 0 A_PlaySound("ZSpecOps/MGun") + TNT1 A 0 PB_DynamicTailMonster("smg", "smg") ZSP2 N 2 BRIGHT A_CustomMissile("PB_PistolBullet", random(30, 42), 0, random(-4, 4), 0, random(-4, 4)) TNT1 A 0 A_SpawnItemEx ("Mp40CaseSpawn", 0, 30,0) ZSP2 N 3 A_FaceTarget diff --git a/actors/Weapons/Slot1/Axe.dec b/actors/Weapons/Slot1/Axe.dec index bc267a5284..2f7037cf85 100644 --- a/actors/Weapons/Slot1/Axe.dec +++ b/actors/Weapons/Slot1/Axe.dec @@ -175,7 +175,7 @@ ACTOR PB_Axe : PB_Weapon A_SetAngle(angle-0.5, SPF_INTERPOLATE); return A_DoPBWeaponAction; } - TNT1 A 0 A_Refire("Fire") + TNT1 A 0 PB_ReFire("Fire") AX00 ABCD 1 { if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX03"); } if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX02"); } @@ -228,7 +228,7 @@ ACTOR PB_Axe : PB_Weapon A_SetAngle(angle+0.5, SPF_INTERPOLATE); return A_DoPBWeaponAction; } - TNT1 A 0 A_Refire("Fire") + TNT1 A 0 PB_ReFire("Fire") AX00 ABCD 1 { if (CountInv("PowerGreenBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX03"); } if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX02"); } @@ -263,7 +263,7 @@ ACTOR PB_Axe : PB_Weapon if (CountInv("PowerBlueBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX32"); } if (CountInv("PowerBloodOnVisor") >= 1 ) { A_SetWeaponSprite("AX31"); } } - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire TNT1 A 0 { A_PlaySound("AXSWING", 1); A_PlaySound("weapons/axe/throw", 3); @@ -282,18 +282,18 @@ ACTOR PB_Axe : PB_Weapon A_FireCustomMissile("ThrownAxe", 0, 0, 0, 0); } } - TNT1 A 0 A_SetInventory("HasCutingWeapon",0) - TNT1 A 0 A_JumpIf(CountInv("PB_Axe") > 1, 3) - TNT1 A 0 { - A_SetInventory("PB_LockScreenTilt",0); - A_SetRoll(0); - } - TNT1 A 0 A_TakeInventory("PB_Axe", 1) - Stop - TNT1 A 0 A_TakeInventory("PB_Axe", 1) + TNT1 A 0 A_SetInventory("HasCutingWeapon",0) + TNT1 A 0 A_JumpIf(CountInv("PB_Axe") > 1, 3) + TNT1 A 0 { + A_SetInventory("PB_LockScreenTilt",0); + A_SetRoll(0); + } + TNT1 A 0 A_TakeInventory("PB_Axe", 1) + Stop + TNT1 A 0 A_TakeInventory("PB_Axe", 1) THRF EF 1 A_Setroll(roll+4.25, SPF_INTERPOLATE) TNT1 A 0 A_SetRoll(0) - TNT1 A 0 A_SetInventory("PB_LockScreenTilt",0) + TNT1 A 0 A_SetInventory("PB_LockScreenTilt",0) TNT1 A 10 //A_SelectWeapon("Melee_Attacks") //TNT1 A 0 A_TakeInventory("PB_Axe", 1) TNT1 A 10 diff --git a/actors/Weapons/Slot1/SAW.dec b/actors/Weapons/Slot1/SAW.dec index 806d57ecce..74033260db 100644 --- a/actors/Weapons/Slot1/SAW.dec +++ b/actors/Weapons/Slot1/SAW.dec @@ -22,7 +22,7 @@ ACTOR PB_ChainsawPickup : PB_UpgradeItem //$Sprite CSAWA0 Inventory.PickupSound "" Inventory.PickupMessage "" - Tag "Chainsaw" + Tag "Beavertooth Chainsaw" Scale .49 FloatBobStrength 0.5 +DONTGIB @@ -100,7 +100,7 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw Goto SelectFirstPersonLegs SelectContinue: TNT1 A 0 PB_WeapTokenSwitch("SawSelected") - TNT1 A 0 PB_ResetVisorBloodTokens + TNT1 A 0 PB_ResetVisorBloodTokens TNT1 A 0 PB_ResetBarrelTokens TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise @@ -206,9 +206,9 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } Goto OnLoop Ready.Blood: - TNT1 A 0 { + TNT1 A 0 { A_SetInventory("PowerBlueBloodOnVisor", 0); - A_SetInventory("PowerGreenBloodOnVisor", 0); + A_SetInventory("PowerGreenBloodOnVisor", 0); } Goto OnLoop @@ -428,25 +428,25 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP) "####" A 0 Saw_SwingDirection() - "####" A 0 A_ReFire("ClassicAttackCleanLoop") + "####" A 0 PB_ReFire("ClassicAttackCleanLoop") ClassicAttackStop: "####" A 0 { A_StopSound(CHAN_7); @@ -477,20 +477,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw Goto ForwardAttackCleanContinue+3 ForwardAttackCleanContinue: CSS1 A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } if (CountInv("PowerGreenBloodOnVisor") == 1) { A_SetWeaponSprite("CSS4"); } if (CountInv("PowerBlueBloodOnVisor") == 1) { A_SetWeaponSprite("CSS3"); } @@ -514,25 +514,25 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" PQRS 1 A_SetRoll(roll+0.25,SPF_INTERPOLATE) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP ) "####" A 0 Saw_SwingDirection() - "####" A 0 A_ReFire("ForwardAttackClean1") + "####" A 0 PB_ReFire("ForwardAttackClean1") "####" A 0 A_StopSound(CHAN_7) "####" A 0 A_StartSound("weapons/chainsaw/stop", CHAN_AUTO, CHANF_OVERLAP ) "####" A 0 A_StartSound("CSAWSTAT", CHAN_AUTO, CHANF_OVERLAP ) @@ -581,25 +581,25 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING ) "####" A 0 Saw_SwingDirection() - TNT1 A 2 A_Refire("RightAttackClean2") + TNT1 A 2 PB_ReFire("RightAttackClean2") "####" A 0 A_StopSound(CHAN_7) "####" A 0 A_StartSound("weapons/chainsaw/stop", CHAN_AUTO, CHANF_OVERLAP) "####" A 0 A_StartSound("CSAWSTAT", CHAN_AUTO, CHANF_OVERLAP) @@ -652,25 +652,25 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING |CHANF_OVERLAP ) "####" A 0 Saw_SwingDirection() - TNT1 A 2 A_Refire("RightAttackClean") + TNT1 A 2 PB_ReFire("RightAttackClean") "####" A 0 A_StopSound(CHAN_7) "####" A 0 A_StartSound("weapons/chainsaw/stop", CHAN_AUTO, CHANF_OVERLAP) "####" A 0 A_StartSound("CSAWSTAT", CHAN_AUTO, CHANF_OVERLAP) @@ -725,25 +725,25 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING|CHANF_OVERLAP ) "####" A 0 Saw_SwingDirection() - TNT1 A 1 A_Refire("LeftAttackClean2") + TNT1 A 1 PB_ReFire("LeftAttackClean2") "####" A 0 A_StopSound(CHAN_7) "####" A 0 A_StartSound("weapons/chainsaw/stop", CHAN_AUTO, CHANF_OVERLAP) "####" A 0 A_StartSound("CSAWSTAT", CHAN_AUTO, CHANF_OVERLAP) @@ -797,25 +797,25 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw } "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP ) "####" A 0 Saw_SwingDirection() - TNT1 A 1 A_Refire("LeftAttackClean") + TNT1 A 1 PB_ReFire("LeftAttackClean") "####" A 0 A_StopSound(CHAN_7) "####" A 0 A_StartSound("weapons/chainsaw/stop", CHAN_AUTO, CHANF_OVERLAP) "####" A 0 A_StartSound("CSAWSTAT", CHAN_AUTO, CHANF_OVERLAP) @@ -870,25 +870,25 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" HIJKLMNO 1 A_SetRoll(roll-0.2,SPF_INTERPOLATE) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } "####" A 0 A_StartSound ("weapons/chainsaw/loop", CHAN_7 , CHANF_LOOPING | CHANF_OVERLAP ) "####" A 0 Saw_SwingDirection() - "####" A 1 A_ReFire("BackwardAttackClean1") + "####" A 1 PB_ReFire("BackwardAttackClean1") "####" A 0 A_StopSound(CHAN_7) "####" A 0 A_StartSound("weapons/chainsaw/stop", CHAN_AUTO, CHANF_OVERLAP) "####" A 0 A_StartSound("CSAWSTAT", CHAN_AUTO, CHANF_OVERLAP) @@ -1031,20 +1031,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" ABCDEFGHIJKLMNOPQ 1 A_SetRoll(roll+2) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } Goto SlashLeftClean @@ -1061,7 +1061,7 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw // TNT1 A 0 A_Jump(256,5) // HoldLoop: // "####" NOPQ 1 -// "####" A 0 A_Refire +// "####" A 0 PB_ReFire // "####" A 0 A_AlertMonsters SlashLeftClean: C7S1 A 0 { @@ -1132,20 +1132,20 @@ Actor PB_Chainsaw : PB_Weapon //replaces Chainsaw "####" XYZ 1 A_SetRoll(roll-4) "####" A 0 { - if (CountInv("GreenBloodSplatterz") == 1) { - A_SetInventory("GreenBloodSplatterz", 0); - A_SetInventory("PowerBlueBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("BlueBloodSplatterz") == 1) { - A_SetInventory("BlueBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBloodOnVisor",0); - } - else if (CountInv("RedBloodSplatterz") == 1) { - A_SetInventory("RedBloodSplatterz", 0); - A_SetInventory("PowerGreenBloodOnVisor",0); - A_SetInventory("PowerBlueBloodOnVisor",0); + if (CountInv("GreenBloodSplatterz") == 1) { + A_SetInventory("GreenBloodSplatterz", 0); + A_SetInventory("PowerBlueBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("BlueBloodSplatterz") == 1) { + A_SetInventory("BlueBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBloodOnVisor",0); + } + else if (CountInv("RedBloodSplatterz") == 1) { + A_SetInventory("RedBloodSplatterz", 0); + A_SetInventory("PowerGreenBloodOnVisor",0); + A_SetInventory("PowerBlueBloodOnVisor",0); } } diff --git a/actors/Weapons/Slot2/Deagle.dec b/actors/Weapons/Slot2/Deagle.dec index 94e23a2fbe..b7afc2b361 100644 --- a/actors/Weapons/Slot2/Deagle.dec +++ b/actors/Weapons/Slot2/Deagle.dec @@ -64,6 +64,7 @@ ACTOR PB_Deagle : PB_Weapon PB_WeaponBase.UnloaderToken "DeagleHasUnloaded" Inventory.AltHUDIcon "D4E0Z0" PB_WeaponBase.respectItem "RespectDeagle" + PB_WeaponBase.TailPitch 0.6 FloatBobStrength 0.5 States { @@ -284,7 +285,7 @@ ACTOR PB_Deagle : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(4,0,0); PB_SpawnCasing("EmptyBrassDeagle",26,-12,38,-frandom(1, 2),Frandom(2,6),Frandom(3,6)); - A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "pistol_mag"); PB_LowAmmoSoundWarning("pistol", "LeftDeagleAmmo"); A_SetInventory("PB_DeagleFireAnimation1",0); @@ -342,7 +343,7 @@ ACTOR PB_Deagle : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); PB_GunSmoke(-4,0,0); PB_SpawnCasing("EmptyBrassDeagle",26,25,38,-frandom(1, 2),Frandom(2,6),Frandom(3,6)); - A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "pistol_mag"); PB_LowAmmoSoundWarning("pistol"); A_ZoomFactor(0.985); @@ -494,7 +495,7 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 A_JumpIfInventory("DeagleAmmo",1,1) Goto Reload D2E0 A 1 BRIGHT { - A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "pistol_mag"); PB_LowAmmoSoundWarning("pistol"); //A_FireBullets (0.1, 0.1, -1, 75, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); @@ -538,7 +539,7 @@ ACTOR PB_Deagle : PB_Weapon TNT1 A 0 A_JumpIfInventory("DeagleAmmo",1,1) Goto Reload D3E0 B 1 BRIGHT { - A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "pistol_mag"); PB_LowAmmoSoundWarning("pistol"); //A_FireBullets (0.1, 0.1, -1, 75, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); @@ -583,7 +584,7 @@ ACTOR PB_Deagle : PB_Weapon if (JustPressed(BT_ATTACK)){ return state("Fire2"); } - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); } @@ -603,7 +604,7 @@ ACTOR PB_Deagle : PB_Weapon A_FireProjectile("PB_50AE", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); A_FireCustomMissile("DeagleCasingRight",0,0,12,-5); - A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "pistol_mag"); PB_LowAmmoSoundWarning("pistol"); A_ZoomFactor(0.985); @@ -619,7 +620,7 @@ ACTOR PB_Deagle : PB_Weapon } D6E0 CDEFGH 1 D6E0 E 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD) - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto ReadyToFireDualWield FireLeft: D6E1 A 1 BRIGHT{ @@ -627,7 +628,7 @@ ACTOR PB_Deagle : PB_Weapon A_FireProjectile("PB_50AE", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); A_FireCustomMissile("DeagleCasingLeft",0,0,-12,-5); - A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/deagle/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "pistol_mag"); A_TakeInventory("PB_DeagleFireAnimation1",1); A_GiveInventory("PB_DeagleFireAnimation2",1); //Toggle gun animation from one pistol to the other. @@ -642,7 +643,7 @@ ACTOR PB_Deagle : PB_Weapon } D6E1 CDEFGH 1 D6E1 E 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD)//(WRF_NOSECONDARY) - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto ReadyToFireDualWield */ diff --git a/actors/Weapons/Slot2/MP40.dec b/actors/Weapons/Slot2/MP40.dec index 9d3d5ec880..efdaf22614 100644 --- a/actors/Weapons/Slot2/MP40.dec +++ b/actors/Weapons/Slot2/MP40.dec @@ -289,11 +289,11 @@ ACTOR PB_MP40 : PB_Weapon { A_Overlay(9,"LeftFlashVariation"); A_AlertMonsters; - A_StartSound("weapons/mp40_fire", CHAN_7, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/mp40_fire", CHAN_7, CHANF_DEFAULT, 1.0); PB_DynamicTail("smg", "smg"); PB_LowAmmoSoundWarning("smg", "LeftMP40Ammo"); //A_FireBullets (0.1, 0.1, -1, 15, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, -8); - A_FireProjectile("PB_9x19mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_9x19mm", 1, 1.5, 0, 0, 1.5); A_FireCustomMissile("YellowFlareSpawn",0,0,-4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(7,0,0); @@ -348,11 +348,11 @@ ACTOR PB_MP40 : PB_Weapon { A_Overlay(8,"RightFlashVariation"); A_AlertMonsters; - A_StartSound("weapons/mp40_fire", CHAN_6, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/mp40_fire", CHAN_6, CHANF_DEFAULT, 1.0); PB_DynamicTail("smg", "smg"); PB_LowAmmoSoundWarning("smg"); //A_FireBullets (0.1, 0.1, -1, 15, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, 8); - A_FireProjectile("PB_9x19mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_9x19mm", 1, 1.5, 0, 0, 1.5); A_FireCustomMissile("YellowFlareSpawn",0,0,4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); PB_GunSmoke(-7,0,0); @@ -507,11 +507,11 @@ ACTOR PB_MP40 : PB_Weapon MPFI A 1 BRIGHT { PB_FireOffset; A_AlertMonsters; - A_StartSound("weapons/mp40_fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/mp40_fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("smg", "smg"); PB_LowAmmoSoundWarning("smg"); //A_FireBullets (0.1, 0.1, -1, 15, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2, 0); - A_FireProjectile("PB_9x19mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_9x19mm", 1, 1.5, 0, 0, 1.5); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_GunSmoke(0,0,0); @@ -532,7 +532,7 @@ ACTOR PB_MP40 : PB_Weapon A_WeaponReady(WRF_NOPRIMARY); } MPFI D 1 - TNT1 A 0 A_Refire("Fire") + TNT1 A 0 PB_ReFire("Fire") Goto Ready3 Fire2: @@ -545,11 +545,11 @@ ACTOR PB_MP40 : PB_Weapon ActualFire2: MPZO F 1 BRIGHT { A_AlertMonsters; - A_StartSound("weapons/mp40_fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/mp40_fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("smg", "smg"); PB_LowAmmoSoundWarning("smg"); //A_FireBullets (0.1, 0.1, -1, 15, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2, 0); - A_FireProjectile("PB_9x19mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_9x19mm", 1, 1.5, 0, 0, 1.5); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 3, 0, 0); PB_GunSmoke(0,0,0); @@ -589,7 +589,7 @@ ACTOR PB_MP40 : PB_Weapon { return state("Fire2"); } - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); } diff --git a/actors/Weapons/Slot2/PBPISTOL.dec b/actors/Weapons/Slot2/PBPISTOL.dec index fb0794fe13..0322aaeea5 100644 --- a/actors/Weapons/Slot2/PBPISTOL.dec +++ b/actors/Weapons/Slot2/PBPISTOL.dec @@ -80,6 +80,7 @@ ACTOR PB_Pistol : PB_Weapon PB_WeaponBase.OffsetRecoilY 2.5 PB_WeaponBase.UsesWheel 1 PB_WeaponBase.WheelInfo "PB_pistolWheel" + PB_WeaponBase.TailPitch 0.8 States { @@ -96,6 +97,8 @@ ACTOR PB_Pistol : PB_Weapon TNT1 A 0 D3GG ABCDEF 0 TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady") + TNT1 A 0 A_JumpIf(GetCvar("pb_UpgradeLMG")==0, 2) + TNT1 A 0 PB_SelectIfUpgrade("PB_SMG") TNT1 A 0 PB_RespectIfNeeded WeaponRespect: TNT1 A 0 { @@ -142,6 +145,8 @@ ACTOR PB_Pistol : PB_Weapon TNT1 A 0 A_JumpIfInventory("PB_PistolWasEmpty", 1, "LoadChamber") TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2") ReadyToFire: + TNT1 A 0 A_JumpIf(GetCvar("pb_UpgradeLMG")==0, 2) + TNT1 A 0 PB_SelectIfUpgrade("PB_LMG") DEGG A 1 { if (CountInv("SilencerEquipped") == 1 ) { A_SetWeaponSprite("D3GG"); @@ -162,6 +167,8 @@ ACTOR PB_Pistol : PB_Weapon A_SetCrosshair(5); } ReadyToFire2: + TNT1 A 0 A_JumpIf(GetCvar("pb_UpgradeLMG")==0, 2) + TNT1 A 0 PB_SelectIfUpgrade("PB_SMG") D7GG F 1 { //Updated code for far superior smooth gameplay if(GetCvar("pb_toggle_aim_hold")) { @@ -222,6 +229,8 @@ ACTOR PB_Pistol : PB_Weapon DR3F ABCDE 0 DL3F ABCDE 0 ReadyToFireDualWield: + TNT1 A 0 A_JumpIf(GetCvar("pb_UpgradeLMG")==0, 2) + TNT1 A 0 PB_SelectIfUpgrade("PB_SMG") TNT1 A 1 { if(CountInv("PB_LowCalMag")>0){ if(CountInv("SecondaryPistolAmmo")<=0 || CountInv("PrimaryPistolAmmo")<=0){ @@ -330,12 +339,12 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(11, "DR3F"); } else { - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_AlertMonsters; PB_GunSmoke(-6,0,1.6); @@ -420,12 +429,12 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(11, "DR3F"); } else { - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_AlertMonsters; PB_GunSmoke(-6,0,1.6); @@ -457,12 +466,12 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(11, "DR3F"); } else { - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_AlertMonsters; PB_GunSmoke(-6,0,1.6); @@ -494,12 +503,12 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(11, "DR3F"); } else { - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_AlertMonsters; PB_GunSmoke(-6,0,1.6); @@ -585,13 +594,13 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(10, "DL3F"); } else { A_AlertMonsters; - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); PB_GunSmoke(6,0,1.6); } @@ -672,13 +681,13 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(10, "DL3F"); } else { A_AlertMonsters; - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); PB_GunSmoke(6,0,1.6); } @@ -710,13 +719,13 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(10, "DL3F"); } else { A_AlertMonsters; - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); PB_GunSmoke(6,0,1.6); } @@ -748,13 +757,13 @@ ACTOR PB_Pistol : PB_Weapon A_GunFlash; if (CountInv("SilencerEquipped") == 1 ) { - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); A_SetOverlaySprite(10, "DL3F"); } else { A_AlertMonsters; - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); PB_GunSmoke(6,0,1.6); } @@ -1081,8 +1090,10 @@ ACTOR PB_Pistol : PB_Weapon Goto SelectFirstPersonLegs SelectContinue: - TNT1 A 0 ACS_NamedExecuteAlways("ToggleRevolverUpgraded",0) + TNT1 A 0 //ACS_NamedExecuteAlways("ToggleRevolverUpgraded",0) TNT1 A 0 PB_WeapTokenSwitch("HandgunSelected") + TNT1 A 0 A_JumpIf(GetCvar("pb_UpgradeLMG")==0, 2) + TNT1 A 0 PB_SelectIfUpgrade("PB_SMG") TNT1 AAAAAAAAAAAAAAAAAA 0 A_Raise TNT1 AAAAAAAA 1 A_Raise Wait @@ -1127,7 +1138,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); PB_WeaponRecoil(-0.18,-0.08); } @@ -1143,7 +1154,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); PB_WeaponRecoil(-0.18,-0.08); @@ -1216,7 +1227,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); PB_WeaponRecoil(-0.54,-0.24); } @@ -1231,7 +1242,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); PB_WeaponRecoil(-0.54,-0.24); @@ -1262,7 +1273,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); PB_WeaponRecoil(-0.54,-0.24); } @@ -1277,7 +1288,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); PB_WeaponRecoil(-0.54,-0.24); @@ -1308,7 +1319,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); PB_WeaponRecoil(-0.54,-0.24); } @@ -1323,7 +1334,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",26,-2,32,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); PB_WeaponRecoil(-0.54,-0.24); @@ -1386,7 +1397,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); } else { @@ -1400,7 +1411,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); } @@ -1436,7 +1447,7 @@ ACTOR PB_Pistol : PB_Weapon if (JustPressed(BT_ATTACK)){ return state("Fire2"); } - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); @@ -1456,7 +1467,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); } else { @@ -1470,7 +1481,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); } @@ -1498,7 +1509,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); } else { @@ -1512,7 +1523,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); } @@ -1540,7 +1551,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/suppressedpistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol_sup", "pistol_sup"); } else { @@ -1554,7 +1565,7 @@ ACTOR PB_Pistol : PB_Weapon PB_LowAmmoSoundWarning("pistol"); A_Takeinventory("PrimaryPistolAmmo",1); PB_SpawnCasing("EmptyBrassPistol",22,-2,40,Frandom(-2,2),-Frandom(2,5),Frandom(3,6)); - A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/pistol", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "pistol"); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); } @@ -1590,7 +1601,7 @@ ACTOR PB_Pistol : PB_Weapon if (JustPressed(BT_ATTACK)){ return state("Fire2Burst"); } - A_Refire("Fire2Burst"); + PB_ReFire("Fire2Burst"); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); diff --git a/actors/Weapons/Slot2/REVOLVER.dec b/actors/Weapons/Slot2/REVOLVER.dec index 72670e6062..664e633b5b 100644 --- a/actors/Weapons/Slot2/REVOLVER.dec +++ b/actors/Weapons/Slot2/REVOLVER.dec @@ -49,7 +49,7 @@ ACTOR PB_Revolver : PB_Weapon Obituary "%o was shot down by %k's revolver." AttackSound "None" Inventory.PickupSound "REVOUP" - Inventory.Pickupmessage "UAC .500 Magnum (Slot 2)" + Inventory.Pickupmessage "UAC \"Death Adder\" .500 Magnum (Slot 2)" +WEAPON.NOAUTOAIM +WEAPON.NOALERT +WEAPON.NOAUTOFIRE @@ -62,6 +62,7 @@ ACTOR PB_Revolver : PB_Weapon PB_WeaponBase.respectItem "RespectRevolver" FloatBobStrength 0.5 PB_WeaponBase.DualWieldToken "DualWieldingRevolver" + PB_WeaponBase.TailPitch 0.8 States { @@ -271,7 +272,7 @@ ACTOR PB_Revolver : PB_Weapon PB_LowAmmoSoundWarning("revolver", "LeftRevolverAmmo"); A_Takeinventory("LeftRevolverAmmo",1); A_ZoomFactor(0.99); - A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "shotgun"); A_AlertMonsters; A_SetFiringLeftWeapon(True); @@ -333,7 +334,7 @@ ACTOR PB_Revolver : PB_Weapon PB_LowAmmoSoundWarning("revolver"); A_Takeinventory("RevolverAmmo",1); A_ZoomFactor(0.99); - A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "shotgun"); A_AlertMonsters; A_SetFiringRightWeapon(True); @@ -477,7 +478,7 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 A_JumpIfInventory("RevolverAmmo",1,1) Goto Reload R4V1 A 1 BRIGHT { - A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "shotgun"); //A_FireBullets (0.1, 0.1, -1, 90, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); A_FireProjectile("PB_500SW", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); @@ -504,7 +505,7 @@ ACTOR PB_Revolver : PB_Weapon R4V1 DEFGH 1 TNT1 A 0 A_ZoomFactor(1.0) R1V1 EE 1 A_WeaponReady(WRF_ALLOWRELOAD) - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready3 AltFire: TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") @@ -519,7 +520,7 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 A_JumpIfInventory("RevolverAmmo",1,1) Goto Reload R5V1 A 1 BRIGHT { - A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "shotgun"); //A_FireBullets (0.1, 0.1, -1, 90, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); A_FireProjectile("PB_500SW", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); @@ -545,7 +546,7 @@ ACTOR PB_Revolver : PB_Weapon } R5V1 DEFG 1 TNT1 A 0 A_ZoomFactor(1.0) - TNT1 A 0 A_Refire("AltHold") + TNT1 A 0 PB_ReFire("AltHold") R5V1 UVWX 1 Goto Ready3 AltHold: @@ -553,7 +554,7 @@ ACTOR PB_Revolver : PB_Weapon TNT1 A 0 A_JumpIfInventory("RevolverAmmo",1,1) Goto Reload R5V1 I 1 BRIGHT { - A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("pistol", "shotgun"); //A_FireBullets (0.1, 0.1, -1, 90, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); A_FireProjectile("PB_500SW", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); @@ -578,7 +579,7 @@ ACTOR PB_Revolver : PB_Weapon PB_WeaponRecoil(-1.2,-0.36); } R5V1 LMNO 1 - TNT1 A 0 A_Refire("AltHold") + TNT1 A 0 PB_ReFire("AltHold") R5V1 UVWX 1 Goto Ready3 diff --git a/actors/Weapons/Slot2/UACSMG.dec b/actors/Weapons/Slot2/UACSMG.dec index f44c5bc938..ec2d02b2b2 100644 --- a/actors/Weapons/Slot2/UACSMG.dec +++ b/actors/Weapons/Slot2/UACSMG.dec @@ -23,6 +23,21 @@ ACTOR DualWieldingSMGs: Inventory Inventory.MaxAmount 1 } +ACTOR SilencedSMG: Inventory +{ +Inventory.MaxAmount 1 +} + +ACTOR SelectSilencedSMG: Inventory +{ +Inventory.MaxAmount 1 +} + +ACTOR SMGAlternateADSFire: Inventory +{ +Inventory.MaxAmount 1 +} + Actor SelectDualWieldSMG : Inventory {inventory.maxamount 1} Actor SelectLaserSight : SelectDualWieldSMG{} @@ -99,7 +114,7 @@ ACTOR PB_SMG : PB_Weapon //$Sprite ATFLA0 SpawnID 9200 Weapon.AmmoUse1 0 - Weapon.AmmoGive1 50 + Weapon.AmmoGive1 35 Weapon.AmmoUse2 0 Weapon.AmmoGive2 0 Weapon.AmmoType1 "PB_LowCalMag" @@ -110,7 +125,7 @@ ACTOR PB_SMG : PB_Weapon +DONTGIB Obituary "%o was shot down by %k's UAC-17 Compact Sub-Machine Gun." Inventory.PickupSound "CLIPIN" - Inventory.Pickupmessage "UAC Compact Sub-Machine Gun (Slot 2)" + Inventory.Pickupmessage "UAC Compact Sub-Machine Gun (Slot 2, Upgrade)" Tag "UAC-17 SMG" +WEAPON.NOAUTOAIM +WEAPON.NOALERT @@ -120,10 +135,13 @@ ACTOR PB_SMG : PB_Weapon Inventory.AltHUDIcon "ATFLA0" PB_WeaponBase.RespectItem "RespectSMG" FloatBobStrength 0.5 - PB_WeaponBase.OffsetRecoilX 3.0 + PB_WeaponBase.OffsetRecoilX 5.0 PB_WeaponBase.OffsetRecoilY 2.5 PB_WeaponBase.UsesWheel 1 PB_WeaponBase.WheelInfo "PB_SMGWheel" + PB_WeaponBase.TailPitch 1.2 + +WEAPON.CHEATNOTWEAPON + States { Steady: @@ -154,24 +172,32 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 { A_SetInventory("RespectSMG",1); A_SetInventory("PB_LockScreenTilt",1); - A_PlaySoundEx("weapons/smg_up", "Auto"); + A_PlaySoundEx("weapons/smg_raise", "Auto"); A_SetCrosshair(5); - } - A1F5 ABCDEFGHIJKKKKKKLMNOPQ 1 A_DoPBWeaponAction - TNT1 A 0 A_PlaySoundEx("weapons/smg_click", "Auto") - A1F5 RSTTUVWXYYY 1 A_DoPBWeaponAction - TNT1 A 0 A_PlaySoundEx("weapons/smg_magfly1", "Auto") - A1F5 Z 1 A_DoPBWeaponAction - A1F6 ABCDEF 1 A_DoPBWeaponAction - TNT1 A 0 A_PlaySoundEx("weapons/smg_magfly2", "Auto") - A1F6 GHIJ 1 A_DoPBWeaponAction - TNT1 A 0 A_PlaySoundEx("IronSights", "Auto") - A1F6 KLMNOPQRS 1 A_DoPBWeaponAction - TNT1 A 0 A_PlaySoundEx("weapons/smg_in", "Auto") - A1F6 TTUV 1 A_DoPBWeaponAction - TNT1 A 0 A_PlaySoundEx("IronSights", "Auto") - A1F6 WXYZ 1 A_DoPBWeaponAction - A1F7 XY 1 A_DoPBWeaponAction + } + A5F5 ABCDEFGHI 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg/screw/on", CHAN_AUTO, CHANF_DEFAULT, 0.2) + A5F5 JJ 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg/screw_3", CHAN_AUTO) + A5F5 LMNOJJ 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg/screw_2", CHAN_AUTO) + A5F5 LMNOJJ 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg/screw_1", CHAN_AUTO) + A5F5 JLMNOOOOO 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg/screw/off", CHAN_AUTO) + A5F6 GHIJJJKLMNOPQRSTUVW 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg/respectmagup", CHAN_AUTO) + A5F6 XYZ 1 A_DoPBWeaponAction + A5F7 ABCDEFG 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg_out", CHAN_AUTO) + A5F7 HIJJJJJO 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg/armup", CHAN_AUTO) + A5F7 PQRSTU 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg_in", CHAN_AUTO) + A5F7 VWXXX 1 A_DoPBWeaponAction + A5F8 ABC 1 A_DoPBWeaponAction + TNT1 A 0 A_StartSound("weapons/smg_lower", CHAN_AUTO) + A5F8 DEFG 1 A_DoPBWeaponAction Goto Ready3 SelectAnimation: @@ -182,7 +208,7 @@ ACTOR PB_SMG : PB_Weapon A1F1 ABCD 1 Ready3: TNT1 A 0 A_SetInventory("KeepLaserDeactivated",0) - TNT1 A 0 A_JumpIfInventory("UACSMGWasEmpty", 1, "LoadChamber") + // TNT1 A 0 A_JumpIfInventory("UACSMGWasEmpty", 1, "LoadChamber") TNT1 A 0 { A_SetRoll(0); A_SetInventory("PB_LockScreenTilt",0); @@ -194,10 +220,35 @@ ACTOR PB_SMG : PB_Weapon } } TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "ReadyDualWield") - TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "UnloadedReady") + //TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "UnloadedReady") + ReadyToFire: + A1SU E 0 + A1S1 E 0 + A1U1 E 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "SilencerOverlay"); + } + } A1F1 E 1 { - A_Overlay(-16,"LaserOverlay"); + A_Overlay(-16, "LaserOverlay"); + + if(CountInv("UACSMGHasUnloaded") >= 1) + { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSprite("A1SU"); + } + else + { + A_SetWeaponSprite("A1U1"); + } + } + else if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSprite("A1S1"); + } + if (PressingFire() && PressingAltfire() && CountInv("SMGAmmo") > 0){ return state("Fire"); } @@ -215,7 +266,7 @@ ACTOR PB_SMG : PB_Weapon A_SetInventory("PB_LockScreenTilt",0); } ReadyToFire2: - A1F3 D 1 { + A1F3 F 1 { //Updated code for far superior smooth gameplay if(GetCvar("pb_toggle_aim_hold")) { if(!PressingAltfire() || JustReleased(BT_ALTATTACK)){ @@ -245,17 +296,15 @@ ACTOR PB_SMG : PB_Weapon Loop SelectAnimationDualWield: - TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "SelectAnimationDWUnloaded") TNT1 A 0 A_PlaySoundEx("weapons/smg_up", "Auto") - A2F3 GFEDCBA 1 + TNT1 A 4 { + A_Overlay(10, "SwitchToDualWield_Left", false); + A_Overlay(11, "SwitchToDualWield_Right", false); + } TNT1 A 0 A_PlaySoundEx("weapons/smg_up", "Auto") Goto ReadyDualWield - SelectAnimationDWUnloaded: - TNT1 A 0 A_PlaySoundEx("weapons/smg_up", "Auto") - A0F2 CDEFGHI 1 - TNT1 A 0 A_PlaySoundEx("weapons/smg_up", "Auto") ReadyDualWield: - TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "UnloadedReadyDualWield") + //TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "UnloadedReadyDualWield") TNT1 A 0 { A_SetRoll(0); A_SetInventory("PB_LockScreenTilt",0); @@ -293,7 +342,23 @@ ACTOR PB_SMG : PB_Weapon IdleLeft_Overlay: - A2F2 I 1 { + A2FL A 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(3); + } + else + { + A_SetWeaponFrame(1); + } + } + else if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(2); + } + if(CountInv("LeftSMGAmmo")<=0 && CountInv("SMGAmmo")>0){ A_GiveInventory("DualFiring",1); } @@ -321,7 +386,22 @@ ACTOR PB_SMG : PB_Weapon } Loop IdleRight_Overlay: - A2F2 H 1 { + A2FR A 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(3); + } + else + { + A_SetWeaponFrame(1); + } + } + else if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(2); + } if(CountInv("LeftSMGAmmo")>0 && CountInv("SMGAmmo")<=0){ A_TakeInventory("DualFiring",1); } @@ -359,16 +439,30 @@ ACTOR PB_SMG : PB_Weapon Loop FireLeft_Overlay: + A2S1 DEF 0 A2F1 D 1 BRIGHT { - A_AlertMonsters; - A_StartSound("ZSpecOps/MGun", CHAN_7, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("smg", "smg"); + if(CountInv("SilencedSMG") >= 1) + { + PB_DynamicTail("pistol_sup", "pistol_sup"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 0.15, ATTN_NORM, frandom(0.93, 1.07)); + A_StartSound("weapons/silencedsmg", CHAN_7, CHANF_DEFAULT, 1.0); + PB_GunSmoke_FlashHider(-6, 0, 0); + A_SetWeaponSpriteEx("A2S1"); + } + else + { + PB_DynamicTail("smg", "smg"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 1, ATTN_NORM, frandom(0.93, 1.07)); + //A_StartSound("weapons/smg/overlay", CHAN_7, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.93, 1.07)); + PB_GunSmoke_Compensator(-6,0,0); + A_AlertMonsters; + A_FireCustomMissile("YellowFlareSpawn",0,0,-6,0); + } + //A_FireBullets (0.1, 0.1, -1, 12, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, -8); - A_FireProjectile("PB_45ACP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); - A_FireCustomMissile("YellowFlareSpawn",0,0,-4,0); + PB_FireBullets("PB_9x19mmSubsonic", 1, 2, 0, 0, 2); //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); - PB_GunSmoke_Compensator(4,0,0); - PB_SpawnCasing("EmptyBrassPistol",20,-10,32,Frandom(-1,1),Frandom(2,5),Frandom(0,2)); + PB_SpawnCasing("EmptyBrassPistol",20,-10,33,Frandom(-1,1),Frandom(2,5),Frandom(0,2)); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); PB_LowAmmoSoundWarning("smg", "LeftSMGAmmo"); A_Takeinventory("LeftSMGAmmo",1); @@ -377,13 +471,23 @@ ACTOR PB_SMG : PB_Weapon PB_WeaponRecoil(-1.1,+0.76); } A2F1 E 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSpriteEx("A2S1"); + } A_ZoomFactor(0.99); if(CountInv("LeftSMGAmmo")<=0 || CountInv("SMGAmmo")>0 ){ A_GiveInventory("DualFiring",1); } PB_WeaponRecoil(-1.1,+0.76); } - A2F1 F 1 A_ZoomFactor(1.0) + A2F1 F 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSpriteEx("A2S1"); + } + A_ZoomFactor(1.0); + } TNT1 A 0 { if(CountInv("LeftSMGAmmo")<=0){ A_GiveInventory("DualFireReload",1); @@ -392,15 +496,28 @@ ACTOR PB_SMG : PB_Weapon Goto IdleLeft_Overlay FireRight_Overlay: + A2S1 ABC 0 A2F1 A 1 BRIGHT { - A_AlertMonsters; - A_StartSound("ZSpecOps/MGun", CHAN_6, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("smg", "smg"); + if(CountInv("SilencedSMG") >= 1) + { + PB_DynamicTail("pistol_sup", "pistol_sup"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 0.15, ATTN_NORM, frandom(0.93, 1.07)); + A_StartSound("weapons/silencedsmg", CHAN_7, CHANF_DEFAULT, 1.0); + PB_GunSmoke_FlashHider(6, 0, 0); + A_SetWeaponSpriteEx("A2S1"); + } + else + { + PB_DynamicTail("smg", "smg"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 1, ATTN_NORM, frandom(0.93, 1.07)); + // A_StartSound("weapons/smg/overlay", CHAN_7, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.93, 1.07)); + PB_GunSmoke_Compensator(6,0,0); + A_AlertMonsters; + A_FireCustomMissile("YellowFlareSpawn",0,0,6,0); + } //A_FireBullets (0.1, 0.1, -1, 12, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, 8); - A_FireProjectile("PB_45ACP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); - A_FireCustomMissile("YellowFlareSpawn",0,0,4,0); + PB_FireBullets("PB_9x19mmSubsonic", 1, 2, 0, 0, 2); //A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); - PB_GunSmoke_Compensator(-4,0,0); PB_SpawnCasing("EmptyBrassPistol",20,16,28,Frandom(-1,1),Frandom(2,5),Frandom(0,2)); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); PB_LowAmmoSoundWarning("smg"); @@ -410,13 +527,23 @@ ACTOR PB_SMG : PB_Weapon PB_WeaponRecoil(-1.1,-0.76); } A2F1 B 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSpriteEx("A2S1"); + } A_ZoomFactor(0.99); if(CountInv("LeftSMGAmmo")>0 || CountInv("SMGAmmo")<=0 ){ A_TakeInventory("DualFiring",1); } PB_WeaponRecoil(-1.1,-0.76); } - A2F1 C 1 A_ZoomFactor(1.0) + A2F1 C 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSpriteEx("A2S1"); + } + A_ZoomFactor(1.0); + } TNT1 A 0 { if(CountInv("SMGAmmo")<=0){ A_GiveInventory("DualFireReload",1); @@ -433,6 +560,7 @@ ACTOR PB_SMG : PB_Weapon WheelCancel: TNT1 A 0 A_SetInventory("SelectLaserSight",0) TNT1 A 0 A_SetInventory("SelectDualWieldSMG",0) + TNT1 A 0 A_SetInventory("SelectSilencedSMG",0) Stop WeaponSpecial: @@ -457,9 +585,173 @@ ACTOR PB_SMG : PB_Weapon A_Overlay(-12, "WheelCancel"); return state ("DualHandler"); } + if(CountInv("SelectSilencedSMG") == 1) { + A_Overlay(-12, "WheelCancel"); + return state ("SelectSilencedSMG"); + } return state(""); } Goto Ready3 + SelectSilencedSMG: + TNT1 A 0 { + if(CountInv("SilencedSMG") == 1) + { + return state ("ScrewOffSilencer"); + } + else + { + return state ("ScrewOnSilencer"); + } + return state(""); + } + Goto Ready3 + ScrewOnSilencer: + A4F3 ABCDEFGHIJKLMNOP 0 + A4F4 NOPQR 0 + TNT1 A 0 A_JumpIf(CountInv("DualWieldingSMGs") < 1, "ContinueScrewing") + TNT1 A 4 { + A_Overlay(10, "StopDualWield_Left", false); + A_Overlay(11, "StopDualWield_Right", false); + } + A1F1 ABCD 1 + ContinueScrewing: + TNT1 A 0 A_StartSound("weapons/smg/tilt", CHAN_AUTO) + A0F3 ABCDEFG 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/armup", CHAN_AUTO) + A0F3 HIKLMNO 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw/on", CHAN_AUTO) + A0F3 PP 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw_1", CHAN_AUTO) + A0F3 RSTUUPP 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw_2", CHAN_AUTO) + A0F3 RSTUUPP 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw_3", CHAN_AUTO) + A0F3 RSTUUUU 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 { + A_StartSound("weapons/smg/screw/off", CHAN_AUTO, CHANF_DEFAULT, 0.2); + A_SetInventory("SilencedSMG", 1); + } + A0F4 N 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/raise", CHAN_AUTO) + A0F4 OPQR 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F4"); + } + } + TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "SwitchToDualWield") + Goto Ready3 + + ScrewOffSilencer: + TNT1 A 0 A_JumpIf(CountInv("DualWieldingSMGs") < 1, "ContinueUnscrewing") + TNT1 A 4 { + A_Overlay(10, "StopDualWield_Left", false); + A_Overlay(11, "StopDualWield_Right", false); + } + A1F1 ABCD 1 + ContinueUnscrewing: + TNT1 A 0 A_StartSound("weapons/smg/tilt", CHAN_AUTO) + A0F4 RQPON 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F4"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw/on", CHAN_AUTO, CHANF_DEFAULT, 0.2) + A0F3 UUUUTSR 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw_3", CHAN_AUTO) + A0F3 PPUUTSR 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw_2", CHAN_AUTO) + A0F3 PPUUTSR 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw_1", CHAN_AUTO) + A0F3 PPO 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/screw/off", CHAN_AUTO) + A0F3 NMLKIHG 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/respectmagup", CHAN_AUTO) + A0F3 FEDCBA 1 { + A_DoPBWeaponAction; + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4F3"); + } + } + TNT1 A 0 A_SetInventory("SilencedSMG", 0) + TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "SwitchToDualWield") + Goto Ready3 ToggleLaser: TNT1 A 0 { if(CountInv("LaserSightActivated")){A_SetInventory("LaserSightActivated",0); @@ -472,19 +764,10 @@ ACTOR PB_SMG : PB_Weapon PB_HandleCrosshair(5); } } - TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "ToggleLaserDualWield") - ATFW B 1 Offset(-18, 55) - ATFW BB 1 A_WeaponOffset(-10, 8, WOF_ADD) - ATFW B 1 - ATFW B 3 A_StartSound("LIGHTON", CHAN_AUTO) - ATFW BBB 1 A_WeaponOffset(10, -8, WOF_ADD) - TNT1 A 0 A_WeaponOffset(0,32) Goto Ready3 ToggleLaserDualWield: - A2F3 ABCDE 1 - A2F3 E 3 A_StartSound("LIGHTON", CHAN_AUTO) - A2F3 DCBA 1 + TNT1 A 0 A_StartSound("LIGHTON", CHAN_AUTO) Goto Ready3 DualHandler: @@ -496,22 +779,153 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 { A_SetInventory("DualWieldingSMGs", 1); A_PlaySoundEx("weapons/smg_up", "Auto"); + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "SwitchToDualWield_Silencer"); } + } A0F2 A 0 A_JumpIfInventory("UACSMGHasUnloaded",1,2) //Load the unloaded frames into memory A1F2 A 0 - "####" ABCDEF 1 A_Setroll(roll-0.5, SPF_INTERPOLATE) - "####" GHI 1 A_Setroll(roll+1.0, SPF_INTERPOLATE) + "####" ABCDE 1 + TNT1 A 0 A_Overlay(10, "SwitchToDualWield_Left") + A2FR A 4 { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(3); + } + else + { + A_SetWeaponFrame(1); + } + } + else if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(2); + } + } Goto ReadyDualWield + SwitchToDualWield_Left: + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "SwitchToDualWield_Left_Silencer"); + } + } + A2L3 D 1 + A2L3 C 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(6); } + } + A2L3 B 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(5); } + } + A2L3 A 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(4); } + } + Stop + SwitchToDualWield_Right: + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-3, "SwitchToDualWield_Right_Silencer"); + } + } + A2R3 DC 1 + A2R3 B 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(5); } + } + A2R3 A 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(4); } + } + Stop + SwitchToDualWield_Left_Silencer: + A2LS DCBA 1 + Stop + SwitchToDualWield_Right_Silencer: + A2RS DCBA 1 + Stop + SwitchToDualWield_Silencer: + A2FS ABCDE 1 + Stop StopDualWield: TNT1 A 0 { A_SetInventory("DualWieldingSMGs", 0); A_PlaySoundEx("weapons/smg_up", "Auto"); + A_Overlay(10, "StopDualWield_Left"); } + A2FR A 4 { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(3); + } + else + { + A_SetWeaponFrame(1); + } + } + else if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponFrame(2); + } + } + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "StopDualWield_Silencer"); + } + } A0F2 A 0 A_JumpIfInventory("UACSMGHasUnloaded",1,2) //Load the unloaded frames into memory A1F2 A 0 - "####" IHGFED 1 A_Setroll(roll+0.5, SPF_INTERPOLATE) - "####" CBA 1 A_Setroll(roll-1.0, SPF_INTERPOLATE) + "####" EDCBA 1 Goto Ready3 + + StopDualWield_Left: + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "StopDualWield_Left_Silencer"); + } + } + + A2L3 A 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(4); } + } + A2L3 B 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(5); } + } + A2L3 C 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(6); } + } + A2L3 D 1 + Stop + StopDualWield_Right: + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-3, "StopDualWield_Right_Silencer"); + } + } + + A2R3 A 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(5); } + } + A2R3 B 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) { A_SetWeaponFrame(6); } + } + A2R3 CD 1 + Stop + StopDualWield_Left_Silencer: + A2LS ABCD 1 + Stop + StopDualWield_Right_Silencer: + A2RS ABCD 1 + Stop + StopDualWield_Silencer: + A2FS EDCBA 1 + Stop Deselect: TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") @@ -546,8 +960,10 @@ ACTOR PB_SMG : PB_Weapon TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait DeselectDualWield: - TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded",1,"DeselectDWUnloaded") - A2F3 ABCDEFG 1 + TNT1 A 4 { + A_Overlay(10, "StopDualWield_Left", false); + A_Overlay(11, "StopDualWield_Right", false); + } TNT1 A 0 A_DestroyLaserPuff TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait @@ -559,6 +975,8 @@ ACTOR PB_SMG : PB_Weapon A_SetInventory("PB_LockScreenTilt",0); A_ClearOverlays(10,11); } + TNT1 A 0 A_JumpIf(GetCvar("pb_UpgradeLMG") == 0, 2) + TNT1 A 0 PB_TakeIfUpgrade("PB_Pistol") //A_TakeInventory("PB_Carbine",2) TNT1 A 0 PB_ResetBarrelTokens @@ -592,15 +1010,28 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_Jump(256, "Flash_Variant1", "Flash_Variant2", "Flash_Variant3", "Flash_Variant4", "Flash_Variant5") ActualFire: "####" "#" 1 BRIGHT { + if(CountInv("SilencedSMG") >= 1) + { + PB_DynamicTail("pistol_sup", "pistol_sup"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 0.15, ATTN_NORM, frandom(0.93, 1.07)); + A_StartSound("weapons/silencedsmg", CHAN_7, CHANF_DEFAULT, 1.0); + PB_GunSmoke_FlashHider(0, 0, 0); + A_SetWeaponSprite("A1S1"); + } + else + { + PB_DynamicTail("smg", "smg"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 1, ATTN_NORM, frandom(0.93, 1.07)); + // A_StartSound("weapons/smg/overlay", CHAN_7, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.93, 1.07)); + PB_GunSmoke_Compensator(0, 0, 0); + A_AlertMonsters; + A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); + } + PB_FireOffset; - A_AlertMonsters; - A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("smg", "smg"); //A_FireBullets (0.1, 0.1, -1, 12, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); - A_FireProjectile("PB_45ACP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); - A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); + PB_FireBullets("PB_9x19mmSubsonic", 1, 2, 0, 0, 2); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); - PB_GunSmoke_Compensator(0,0,0); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); PB_SpawnCasing("EmptyBrassPistol",21,3,30,Frandom(-1,1),Frandom(2,5),Frandom(0,2)); PB_LowAmmoSoundWarning("smg"); @@ -608,62 +1039,141 @@ ACTOR PB_SMG : PB_Weapon A_ZoomFactor(0.985); A_GunFlash; PB_WeaponRecoil(-0.24,+0.22); - } + } A1F1 G 1 BRIGHT { A_ZoomFactor(0.99); PB_WeaponRecoil(-0.24,+0.22); + + if(CountInv("SilencedSMG") >= 1) { + A_SetWeaponSprite("A1S1"); } + } A1F1 H 1 { A_ZoomFactor(1.0); A_WeaponReady(WRF_NOPRIMARY); + + if(CountInv("SilencedSMG") >= 1) { + A_SetWeaponSprite("A1S1"); + } } - TNT1 A 0 A_Refire("Fire") + TNT1 A 0 PB_ReFire("Fire") Goto Ready3 Flash_Variant1: - A1F1 F 0 + A1F1 F 0 { + if(CountInv("SilencedSMG") >= 1) { + A_SetWeaponSprite("A1S1"); + } + } Goto ActualFire Flash_Variant2: - A1F1 I 0 + A1F1 I 0 { + if(CountInv("SilencedSMG") >= 1) { + A_SetWeaponSprite("A1S1"); + } + } Goto ActualFire Flash_Variant3: - A1F1 J 0 + A1F1 J 0 { + if(CountInv("SilencedSMG") >= 1) { + A_SetWeaponSprite("A1S1"); + } + } Goto ActualFire Flash_Variant4: - A1F1 K 0 + A1F1 K 0 { + if(CountInv("SilencedSMG") >= 1) { + A_SetWeaponSprite("A1S1"); + } + } Goto ActualFire Flash_Variant5: - A1F1 L 0 + A1F1 L 0 { + if(CountInv("SilencedSMG") >= 1) { + A_SetWeaponSprite("A1S1"); + } + } Goto ActualFire + + CacheFire: + A1S1 FGHIJKL 0 + A1F6 GH 0 + A1S3 ABCG 0 + A3U1 ABCDEF 0 + Stop + + AimSilencerOverlay: + A1S3 ABC 1 + Stop + AimOutSilencerOverlay: + A1S3 CBA 1 + Stop Fire2: TNT1 A 0 { A_WeaponOffset(0,32); A_SetCrosshair(5); - } + } TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,1) Goto Reload - A1F3 E 1 BRIGHT { - A_AlertMonsters; - A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("smg", "smg"); + A1F3 G 1 BRIGHT { + if(CountInv("SilencedSMG") >= 1) + { + PB_DynamicTail("pistol_sup", "pistol_sup"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 0.15, ATTN_NORM, frandom(0.93, 1.07)); + A_StartSound("weapons/silencedsmg", CHAN_7, CHANF_DEFAULT, 1.0); + PB_GunSmoke_FlashHider(0, 0, 4.3); + A_SetWeaponSprite("A1S3"); + } + else + { + PB_DynamicTail("smg", "smg"); + A_StartSound("ZSpecOps/MGun", CHAN_Weapon, CHANF_DEFAULT, 1, ATTN_NORM, frandom(0.93, 1.07)); + // A_StartSound("weapons/smg/overlay", CHAN_7, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.93, 1.07)); + PB_GunSmoke_Compensator(0,0,4.3); + A_AlertMonsters; + A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); + } + + PB_FireOffset; //A_FireBullets (0.1, 0.1, -1, 12, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); - A_FireProjectile("PB_45ACP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); - A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); + PB_FireBullets("PB_9x19mmSubsonic", 1, 2, 0, 0, 2); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 3, 0, 0); - PB_GunSmoke_Compensator(0,0,0); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); PB_SpawnCasing("EmptyBrassPistol",19,3,35,Frandom(-1,1),Frandom(2,5),Frandom(0,2)); PB_LowAmmoSoundWarning("smg"); A_Takeinventory("SMGAmmo",1); A_ZoomFactor(1.19); PB_WeaponRecoil(-0.2,+0.18); + A_SetInventory("SMGAlternateADSFire", randompick(0, 1)); } - A1F3 F 1 { + A1F3 H 1 { A_ZoomFactor(1.195); PB_WeaponRecoil(-0.2,+0.18); + + if(CountInv("SMGAlternateADSFire") >= 1) + { + A_SetWeaponSprite("A1F6"); + A_SetRoll(roll - 0.5); + } + else + { + A_SetRoll(roll - 0.5); + } + } + TNT1 A 0 A_ZoomFactor(1.2) + A1F3 I 1 { + if(CountInv("SMGAlternateADSFire") >= 1) + { + A_SetWeaponSprite("A1F6"); + A_SetRoll(roll + 0.5); + } + else + { + A_SetRoll(roll - 0.5); } - A1F3 G 1 A_ZoomFactor(1.2) + } TNT1 A 0 { + A_SetInventory("SMGAlternateADSFire", 0); if(GetCvar("pb_toggle_aim_hold")) { if(JustReleased(BT_ALTATTACK)){ return state("Zoomout"); @@ -681,7 +1191,7 @@ ACTOR PB_SMG : PB_Weapon if (JustPressed(BT_ATTACK)){ return state("Fire2"); } - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); @@ -699,7 +1209,7 @@ ACTOR PB_SMG : PB_Weapon PB_HandleCrosshair(44); A_SetInventory("PB_LockScreenTilt",0); } - TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "UnloadedReady") + TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "Ready3") TNT1 A 0 A_PlaySound("IronSights", 0) TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Zoomout") TNT1 A 0 { @@ -708,7 +1218,12 @@ ACTOR PB_SMG : PB_Weapon A_ZoomFactor(1.2); A_SetInventory("ADSmode",1); } - A1F3 ABC 1 + TNTI A 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "AimSilencerOverlay"); + } + } + A1F3 ABCDE 1 Goto Ready2 Zoomout: @@ -723,7 +1238,13 @@ ACTOR PB_SMG : PB_Weapon PB_HandleCrosshair(44); } } - A1F3 CBA 1 + A1F3 ED 1 + TNTI A 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "AimOutSilencerOverlay"); + } + } + A1F3 CBA 1 Goto Ready3 Reload: @@ -737,7 +1258,7 @@ ACTOR PB_SMG : PB_Weapon } TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "ReloadDualWield") TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "ReloadUnloaded") - TNT1 A 0 A_JumpIfInventory("SMGAmmo",51,"Ready3") + TNT1 A 0 A_JumpIfInventory("SMGAmmo",36,"Ready3") TNT1 A 0 A_JumpIfInventory("PB_LowCalMag",1,2) TNT1 A 0 A_PlaySoundEx("weapons/empty", "Weapon") Goto Ready3 @@ -749,32 +1270,159 @@ ACTOR PB_SMG : PB_Weapon A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } - TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,1) - Goto Reload2 + TNT1 A 0 { + if(CountInv("SMGAmmo") < 1) { + A_SetInventory("UACSMGWasEmpty", 1); + } + } + TNT1 A 0 A_JumpIfInventory("UACSMGWasEmpty",1,"BoltPull") + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "ReloadSilencer"); + } + } + // TNT1 A 0 A_JumpIfInventory("UACSMGWasEmpty",1,"BoltPull") + TNT1 A 0 A_StartSound("weapons/smg/raise") A1F4 ABCD 1 - A1F4 E 1 Offset(0,34) - TNT1 A 0 A_PlaySoundEx("weapons/smg_out", "Auto") - A1F4 F 1 Offset(0,34) - A1F4 F 2 Offset(0,35) - A1F4 F 2 Offset(0,36) - TNT1 A 0 A_PlaySoundEx("weapons/smg_up", "Auto") - A1F4 F 1 Offset(0,34) - ReloadUnloaded: + TNT1 A 0 A_StartSound("weapons/rifle/magchange", CHAN_AUTO) + A1F4 F 1 Offset(1, 32) + A1F4 F 1 Offset(3, 32) + A1F4 F 2 Offset(5, 32) + A1F4 F 2 Offset(2, 32) + A1F4 F 1 Offset(1, 32) + TNT1 A 0 A_StartSound("weapons/smg_out", CHAN_AUTO) TNT1 A 0 A_WeaponOffset(0,32) - A1F4 GHIJ 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) - A1F4 KLMNO 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) - A1F4 O 1 - A1F4 PQRST 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) + A1F4 GGHIJ 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) + A1F4 KLLLO 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) + A1F4 OPQ 1 + A1F4 RRT 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) + Goto ReloadContinue + BoltPull: + TNT1 A 0 A_StartSound("weapons/smg/raise") + A4FP I 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "BoltPullSilencer"); + } + } + A4FP AB 1 + TNT1 A 0 A_StartSound("weapons/smg/armup", CHAN_AUTO) + A4FP CDEFFF 1 + TNT1 A 0 A_StartSound("weapons/smg/boltlock", CHAN_AUTO) + A4FP IJJJ 1 + //TNT1 A 0 A_StartSound("weapons/smg/armswing", CHAN_AUTO) + A4FP KLLLLOP 1 + Goto Reload2 + BoltPullSilencer: + ASF1 ABCDEEEE 1 + A4FS ABBBCDDDDEF 1 + Stop + Reload2: + //A1F4 AB 1 + A4F1 B 1 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "Reload2Silencer"); + } + } + TNT1 A 0 A_StartSound("weapons/rifle/magchange", CHAN_AUTO) + A4F1 C 1 Offset(1, 32) + A4F1 C 1 Offset(3, 32) + A4F1 C 2 Offset(5, 32) + A4F1 C 2 Offset(2, 32) + A4F1 C 1 Offset(1, 32) + TNT1 A 0 A_StartSound("weapons/smg_out", CHAN_AUTO) + TNT1 A 0 A_WeaponOffset(0,32) + A4F1 DDEFG 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) + A4F1 HIJKL 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) + A4F1 LMN 1 + A4F1 OOP 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) + ReloadContinue: TNT1 A 0 { - A_PlaySoundEx("weapons/smg_in", "Auto"); + //A_PlaySoundEx("Ironsights", "Auto"); A_SetInventory("UACSMGHasUnloaded",0); + + if(CountInv("UACSMGWasEmpty") >= 1) { + A_Overlay(2, "EmptyBoltOverlay"); + } + } + TNTI A 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "ReloadContinueSilencer"); + } } + TNT1 A 0 A_StartSound("weapons/smg/tilt") A1F4 UVWXY 1 A_WeaponOffset(0,32,SPF_INTERPOLATE) - A1F4 Z 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) + TNT1 A 0 A_SetRoll(roll-0.5, SPF_INTERPOLATE) + TNT1 A 0 A_PlaySoundEx("weapons/smg_in", "Auto") + A1F4 Z 1 Goto InsertBullets2 //30+1 effect + ReloadUnloaded: + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "ReloadUnloadedSilencer"); + } + } + A4F1 UVWX 1 + TNT1 A 0 { + A_Overlay(2, "UnloadedBoltOverlay"); + A_SetInventory("UACSMGWasEmpty", 1); + } + Goto ReloadContinue + + ReloadUnloadedSilencer: + ASF3 ABCD 1 + Stop + + UnloadedBoltOverlay: + A4FB ABCDEFGHIJJKLM 1 + Stop + + EmptyBoltOverlay: + A4FB ABCDEFGHIJJ 1 + Stop + ReloadDWSilencer: + A3S4 ABCD 1 + Goto DualReloadSilencer2 + ReloadSilencer: + ASF1 ABC 1 + Reload2Silencer: + ASF1 D 1 + DualReloadSilencer2: + ASF1 E 1 + ASF1 E 1 + ASF1 E 2 + ASF1 E 2 + ASF1 E 1 + ASF1 FFGHI 1 + ASF1 JKKKL 1 + ASF1 LMN 1 + ASF1 OOP 1 + Stop + ReloadContinueSilencer: + ASF1 QRSTUVWXYZZ 1 + Stop + + ReloadDWEndSilencer: + A3S4 DCBA 1 + Stop + + InsertBullets2Silencer: + ASF2 ABCDEFF 1 + Stop + + UnloadSilencer: + ASF1 D 1 + ASF1 E 1 + ASF1 E 1 + ASF1 E 2 + ASF1 E 2 + ASF1 E 1 + ASF1 IJKKKLMNO 1 + ASF4 ABCD 1 + Stop InsertBullets: - TNT1 A 0 A_JumpIfInventory("SMGAmmo",50,"Ready3") + TNT1 A 0 A_JumpIfInventory("SMGAmmo",35,"Ready3") TNT1 A 0 A_JumpIfInventory("PB_LowCalMag",1,1) Goto Ready3 TNT1 A 0 { @@ -783,48 +1431,67 @@ ACTOR PB_SMG : PB_Weapon } Loop InsertBullets2: - A2F5 ABCD 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) - A2F5 EFGH 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) + TNT1 A 0 A_JumpIfInventory("UACSMGWasEmpty",1,"LoadChamber") + A1F5 ABCDE 1 + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1 && !CountInv("UACSMGWasEmpty") >= 1) { + A_Overlay(-2, "InsertBullets2Silencer"); + } + } + A1F5 F 1 + TNT1 A 0 A_StartSound("weapons/smg/lower") + A1F5 GHIJKL 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) InsertBullets2Loop: - TNT1 A 0 A_JumpIfInventory("SMGAmmo",51,"Ready3") + TNT1 A 0 A_JumpIfInventory("SMGAmmo",36,"Ready3") TNT1 A 0 A_JumpIfInventory("PB_LowCalMag",1,1) Goto Ready3 TNT1 A 0 { A_Giveinventory("SMGAmmo",1); A_Takeinventory("PB_LowCalMag",1); - } + } Loop - Reload2: //Reload and Chamber - A1F0 ABCDE 1 - TNT1 A 0 A_StartSound("RIFCL_CK", CHAN_AUTO) - A1F0 FGHIJ 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) - TNT1 A 0 A_StartSound("weapons/smg_out", CHAN_AUTO) - A1F0 KL 2 - TNT1 A 0 A_StartSound("weapons/smg_up", CHAN_AUTO) - A1F0 MN 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) -// TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded",1,2) - TNT1 A 0 PB_SpawnCasing("SMGEmptyMagazine",28,0,30,3,Frandom(-8,-5),Frandom(1,4)) - ReloadUnloaded: - A1F0 OPQRSTU 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) - A1F0 U 2 - A1F0 VWXYZ 1 A_SetRoll(roll-0.5, SPF_INTERPOLATE) - TNT1 A 0 A_SetInventory("UACSMGHasUnloaded",0) - A2F4 A 1 A_StartSound("weapons/smg_in", CHAN_AUTO) //A_SetRoll(roll+0.5, SPF_INTERPOLATE) - A2F4 BCCCDE 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) - TNT1 A 0 A_SetInventory("UACSMGWasEmpty", 1) - Goto InsertBullets LoadChamber: + HKSR ABCDEFGHIJKL 0 + HKSS ABCDE 0 + TNT1 A 0 { A_ZoomFactor(1.0); A_SetInventory("ADSmode",0); A_SetInventory("Zoomed",0); A_SetInventory("UACSMGWasEmpty",0); A_SetInventory("PB_LockScreenTilt",1); - A_PlaySoundEx("IronSights", "Auto"); + A_PlaySoundEx("weapons/smg/raise", "Auto"); + } + + A1F5 ABCDE 1 + HKSP ABCDEFG 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSprite("HKSR"); + } + } + TNT1 A 0 A_StartSound("weapons/smg/armswing", CHAN_AUTO) + HKSP HIJKL 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSprite("HKSR"); } - A2F4 FFGHI 1 + } TNT1 A 0 A_PlaySoundEx("weapons/smg_click", "Auto") + HKSP MOPRSTUVWXYZ 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSprite("HKSR"); + } + } + HKSQ ABCDE 1 { + if(CountInv("SilencedSMG") >= 1) + { + A_SetWeaponSprite("HKSS"); + } + } + /* A2F4 JK 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) A2F4 L 1 { A_WeaponOffset(-1,32); @@ -837,20 +1504,12 @@ ACTOR PB_SMG : PB_Weapon } TNT1 A 0 A_WeaponOffset(0,32) A2F4 NOPQR 1 A_SetRoll(roll+0.3, SPF_INTERPOLATE) - A2F4 STUV 1 A_SetRoll(roll -0.4, SPF_INTERPOLATE) - Goto Ready3 - - ReloadLeftGunOnly: - TNT1 A 0 A_PlaySoundEx("weapons/smg_out", "Auto") - TNT1 A 0 A_JumpIfInventory("LeftSMGAmmo",1,2) - TNT1 A 0 A_FireCustomMissile("SMGEmptyMagazine",-5,0,-6,-20) - A2F3 ABCDEFG 1 - TNT1 A 5 - Goto ReloadLeftGun + A2F4 STUV 1 A_SetRoll(roll -0.4, SPF_INTERPOLATE)*/ + Goto InsertBullets ReloadDualWield: TNT1 A 0 { - if (CountInv("SMGAmmo") >= 51 && CountInv("LeftSMGAmmo") >= 51) { + if (CountInv("SMGAmmo") >= 36 && CountInv("LeftSMGAmmo") >= 36) { return state("Ready3"); } return state(""); @@ -866,56 +1525,107 @@ ACTOR PB_SMG : PB_Weapon A_SetInventory("PB_LockScreenTilt",1); A_ClearOverlays(10,11); } - TNT1 A 0 A_JumpIfInventory("SMGAmmo", 51, "ReloadLeftGunOnly") - TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, 9) - A3F4 A 1 A_PlaySoundEx("weapons/smg_out", "Auto") - A3F4 B 1 - A3F4 C 1 A_PlaySoundEx("weapons/smg_out", "Auto") - TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,2) - TNT1 A 0 A_FireCustomMissile("SMGEmptyMagazine",5,0,6,-20) - TNT1 A 0 A_JumpIfInventory("LeftSMGAmmo",1,2) - TNT1 A 0 A_FireCustomMissile("SMGEmptyMagazine",-5,0,-6,-20) - A3F4 DEFGHI 1 - // Normal Reload Frames - A1F4 I 1 Offset (22,36) - A1F4 JKL 1 Offset (6,32) - A1F4 MNN 1 A_WeaponOffset(0,32) - A1F4 OPQRST 1 + TNT1 A 6 { + A_Overlay(10, "StopDualWield_Left", false); + A_Overlay(11, "StopDualWield_Right", false); + } + + + TNT1 A 0 A_JumpIfInventory("SMGAmmo", 36, "ReloadLeftGun") + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "ReloadDWSilencer"); + } + } + A3F4 ABCD 1 + A1F4 F 1 Offset(1, 32) + A1F4 F 1 Offset(3, 32) + A1F4 F 2 Offset(5, 32) + A1F4 F 2 Offset(2, 32) + A1F4 F 1 Offset(1, 32) + TNT1 A 0 A_StartSound("weapons/rifle/magchange", CHAN_AUTO) + TNT1 A 0 A_StartSound("weapons/smg_out", CHAN_AUTO) + TNT1 A 0 A_WeaponOffset(0,32) + A1F4 GGHIJ 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) + A1F4 KLLLO 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) + A1F4 OPQ 1 + A1F4 RRT 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) TNT1 A 0 { - A_PlaySoundEx("weapons/smg_in", "Auto"); + A_PlaySoundEx("Ironsights", "Auto"); A_SetInventory("UACSMGHasUnloaded",0); + + if(CountInv("UACSMGWasEmpty") >= 1) { + A_Overlay(2, "EmptyBoltOverlay"); } - A1F4 UV 1 - A1F4 WXYZ 1 - A2F5 ABC 1 - A2F5 D 1 Offset(-2,32) - // Normal Reload Frames - A3F4 KLMN 1 A_WeaponOffset(0,32) - TNT1 A 0 A_JumpIf(CountInv("LeftSMGAmmo") < 51,2) + } + TNTI A 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "ReloadContinueSilencer"); + } + } + A1F4 UVWXYZ 1 A_WeaponOffset(0,32,SPF_INTERPOLATE) + TNT1 A 0 A_SetRoll(roll-0.5, SPF_INTERPOLATE) + TNT1 A 0 A_PlaySoundEx("weapons/smg_in", "Auto") + A1F5 ABCDE 1 + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "ReloadDWEndSilencer"); + } + } + A3F4 DCBA 1 + TNT1 A 0 A_JumpIf(CountInv("LeftSMGAmmo") < 36,2) TNT1 A 0 A_JumpIfInventory("UACSMGWasEmpty",1,"InsertBullets3") Goto InsertBullets_Right ReloadLeftGun: TNT1 A 3 TNT1 A 0 A_PlaySoundEx("weapons/smg_up", "Auto") - A3F4 UTSROPQ 1 - // Normal Reload Frames - A1F4 J 1 - A1F4 KLMNNN 1 - A1F4 OPQRS 1 TNT1 A 0 { - A_PlaySoundEx("weapons/smg_in", "Auto"); + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "ReloadDWSilencer"); + } + } + A3F4 ABCD 1 + A1F4 F 1 Offset(1, 32) + A1F4 F 1 Offset(3, 32) + A1F4 F 2 Offset(5, 32) + A1F4 F 2 Offset(2, 32) + A1F4 F 1 Offset(1, 32) + TNT1 A 0 A_StartSound("weapons/rifle/magchange", CHAN_AUTO) + TNT1 A 0 A_StartSound("weapons/smg_out", CHAN_AUTO) + TNT1 A 0 A_WeaponOffset(0,32) + A1F4 GGHIJ 1 A_SetRoll(roll-0.4, SPF_INTERPOLATE) + A1F4 KLLLO 1 A_SetRoll(roll+0.4, SPF_INTERPOLATE) + A1F4 OPQ 1 + A1F4 RRT 1 A_SetRoll(roll+0.5, SPF_INTERPOLATE) + TNT1 A 0 { + A_PlaySoundEx("Ironsights", "Auto"); A_SetInventory("UACSMGHasUnloaded",0); + + if(CountInv("UACSMGWasEmpty") >= 1) { + A_Overlay(2, "EmptyBoltOverlay"); } - A1F4 T 1 Offset(0,32) - A1F4 T 1 Offset(2,34) - A1F4 T 1 Offset(4,36) - A1F4 T 1 Offset(5,40) - A1F4 UV 1 - A1F4 WXYZ 1 - // Normal Reload Frames - A1F2 EFGHI 1 + } + TNTI A 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "ReloadContinueSilencer"); + } + } + A1F4 UVWXYZ 1 A_WeaponOffset(0,32,SPF_INTERPOLATE) + TNT1 A 0 A_SetRoll(roll-0.5, SPF_INTERPOLATE) + TNT1 A 0 A_PlaySoundEx("weapons/smg_in", "Auto") + A1F5 ABCDE 1 + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "ReloadDWEndSilencer"); + } + } + A3F4 DCBA 1 InsertBullets_Right: - TNT1 A 0 A_JumpIfInventory("SMGAmmo",51,"InsertBullets_Left") + TNT1 A 0 A_JumpIfInventory("SMGAmmo",36,"InsertBullets_Left") TNT1 A 0 A_JumpIfInventory("PB_LowCalMag",2,1) Goto InsertBullets_Left TNT1 A 0 { @@ -925,7 +1635,7 @@ ACTOR PB_SMG : PB_Weapon Goto InsertBullets_Right InsertBullets_Left: - TNT1 A 0 A_JumpIfInventory("LeftSMGAmmo",51,"FinishInsertBullets") + TNT1 A 0 A_JumpIfInventory("LeftSMGAmmo",36,"FinishInsertBullets") TNT1 A 0 A_JumpIfInventory("PB_LowCalMag",1,1) Goto FinishInsertBullets TNT1 A 0 { @@ -936,6 +1646,10 @@ ACTOR PB_SMG : PB_Weapon FinishInsertBullets: TNT1 A 0 TNT1 A 0 A_SetInventory("UACSMGWasEmpty",0) + TNT1 A 4 { + A_Overlay(10, "SwitchToDualWield_Left", false); + A_Overlay(11, "SwitchToDualWield_Right", false); + } Goto Ready3 Unload: @@ -943,34 +1657,72 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_JumpIfInventory("UACSMGHasUnloaded", 1, "Ready3") TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,1) Goto Ready3 + TNT1 A 0 { A_ZoomFactor(1.0); A_SetCrosshair(5); A_SetInventory("ADSmode",0); A_SetInventory("Zoomed",0); A_SetInventory("PB_LockScreenTilt",1); - A_PlaySoundEx("weapons/smg_up", "Auto"); + A_StartSound("weapons/smg/raise"); A_ClearOverlays(10,11); } - TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs",1,"UnloadDual") - A4F1 ABCDEF 1 - A1F4 ZYXWVU 1 - A1F4 T 1 A_PlaySoundEx("weapons/smg_out", "Auto") - A1F4 SRQPONMLKJIH 1 - A4F1 GH 1 - RemoveBullets: - TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,1) - Goto FinishUnload + //TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs",1,"UnloadDual") + A4FP I 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "BoltPullSilencer"); + } + } + A4FP AB 1 + TNT1 A 0 A_StartSound("weapons/smg/armup", CHAN_AUTO) + A4FP CDEFFF 1 + TNT1 A 0 A_StartSound("weapons/smg/boltlock", CHAN_AUTO) + A4FP IJJJ 1 + //TNT1 A 0 A_StartSound("weapons/smg/boltlock", CHAN_AUTO) + A4FP KLLLLOP 1 + TNTI A 0 { + if(CountInv("SilencedSMG") >= 1) { + A_Overlay(-2, "UnloadSilencer"); + } + } + //TNT1 A 0 A_StartSound("weapons/empty", CHAN_AUTO) + A4F1 B 1 + A4F1 C 1 Offset(1, 32) + A4F1 C 1 Offset(3, 32) + A4F1 C 2 Offset(5, 32) + A4F1 C 2 Offset(2, 32) + TNT1 A 0 A_StartSound("weapons/smg_out", CHAN_AUTO) + A4F1 C 1 Offset(1, 32) + A4F1 GHIJKLMN 1 + TNT1 A 0 A_StartSound("weapons/smg/lower", CHAN_AUTO) + A4F1 OQRST 1 + Goto RemoveBullets + /*RemoveBullets: TNT1 A 0 { - A_Takeinventory("SMGAmmo",1); - A_Giveinventory("PB_LowCalMag",1); + if(CountInv("SMGAmmo") <= 0 && CountInv("LeftSMGAmmo") <= 0) + { + A_Jump(256, "FinishUnload"); } - Loop + } + TNT1 A 0 { + if(CountInv("SMGAmmo") > 0) + { + A_Takeinventory("SMGAmmo",1); + A_Giveinventory("PB_LowCalMag",1); + } + if(CountInv("LeftSMGAmmo") > 0) + { + A_Takeinventory("LeftSMGAmmo",1); + A_Giveinventory("PB_LowCalMag",1); + } + } + Loop*/ FInishUnload: TNT1 A 0 { A_SetInventory("UACSMGHasUnloaded", 1); A_SetInventory("Unloading",0); + //A_SetInventory("UACSMGWasEmpty", 1); } Goto Ready3 UnloadDual: @@ -981,7 +1733,7 @@ ACTOR PB_SMG : PB_Weapon A3F4 DEFGHI 1 A1F4 J 5 A3F4 IHGFE 1 - RemoveBullets_Right: + RemoveBullets: TNT1 A 0 A_JumpIfInventory("SMGAmmo",1,1) Goto RemoveBullets_Left TNT1 A 0 { @@ -991,7 +1743,7 @@ ACTOR PB_SMG : PB_Weapon Loop RemoveBullets_Left: TNT1 A 0 A_JumpIfInventory("LeftSMGAmmo",1,1) - Goto FinishUnloadDual + Goto FinishUnload TNT1 A 0 { A_Takeinventory("LeftSMGAmmo",1); A_Giveinventory("PB_LowCalMag",1); @@ -1013,27 +1765,61 @@ ACTOR PB_SMG : PB_Weapon LOOP FlashKicking: - TNT1 A 0 A_ClearOverlays(10,11) + TNT1 A 0 A_ClearOverlays(10,11) + A4F7 ABCDEFGH 0 + A4Z7 ABCDEFGH 0 + A1U7 ABCDEFGH 0 TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelKicking") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelKicking") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelKicking") TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "FlashKickingDW") - A1F7 ABCDEFGGFEDCBA 1 A_DoPBWeaponAction + A1F7 ABCDEFGHFEDCBA 1 { + A_DoPBWeaponAction; + if(CountInv("SilencedSMG") >= 1) + { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4Z7"); + } + else + { + A_SetWeaponSprite("A4F7"); + } + } + else + { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A1U7"); + } + } + } Goto Ready3 FlashPunching: TNT1 A 0 A_ClearOverlays(10,11) - TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelPunching") + TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelPunching") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "FlashBarrelPunching") TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelPunching") TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "FlashPunchingDW") - A3F1 ABCDEFGGFEDCBA 1 + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "FlashPunching_Silencer"); + } + } + A3F1 ABCDEFFFFEDCBA 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSpriteEx("A3U1"); + } + } Stop - FlashKicking: - - + FlashPunching_Silencer: + A3S1 ABCDEFFFFEDCBA 1 + Stop FlashAirKicking: TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelAirKicking") @@ -1041,16 +1827,108 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelAirKicking") TNT1 A 0 A_ClearOverlays(10,11) TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "FlashAirKickingDW") - A1F7 ABCDEFGGGGFEDCBA 1 A_DoPBWeaponAction + A1F7 ABCDEFGHHGFEDCBA 1 { + A_DoPBWeaponAction; + if(CountInv("SilencedSMG") >= 1) + { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A4Z7"); + } + else + { + A_SetWeaponSprite("A4F7"); + } + } + else + { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSprite("A1U7"); + } + } + } Goto Ready3 FlashKickingDW: - A2F3 ABCDEFGGGFEDCBA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(8, "FlashKickingDW_Left_Silencer"); + A_Overlay(9, "FlashKickingDW_Right_Silencer"); + } + + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_Overlay(10, "FlashKickingDW_Left_Unloaded"); + A_Overlay(11, "FlashKickingDW_Right_Unloaded"); + } + else + { + A_Overlay(10, "FlashKickingDW_Left"); + A_Overlay(11, "FlashKickingDW_Right"); + } + } + TNT1 AAAAAAAAAAAAAAA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) Goto Ready3 + + FlashKickingDW_Left: + A2F3 ABCDEFFFFFEDCBA 1 + Stop + FlashKickingDW_Right: + A2F4 ABCDEFFFFFEDCBA 1 + Stop + FlashKickingDW_Left_Silencer: + A2S3 ABCDEFFFFFEDCBA 1 + Stop + FlashKickingDW_Right_Silencer: + A2S4 ABCDEFFFFFEDCBA 1 + Stop + FlashKickingDW_Left_Unloaded: + A2F3 GHIJEFFFFFEJIHG 1 + Stop + FlashKickingDW_Right_Unloaded: + A2F4 GHIJKLLLLLKJIHG 1 + Stop FlashAirKickingDW: - A2F3 ABCDEFGGGFEDCBAAA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(8, "FlashAirKickingDW_Left_Silencer"); + A_Overlay(9, "FlashAirKickingDW_Right_Silencer"); + } + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_Overlay(10, "FlashAirKickingDW_Left_Unloaded"); + A_Overlay(11, "FlashAirKickingDW_Right_Unloaded"); + } + else + { + A_Overlay(10, "FlashAirKickingDW_Left"); + A_Overlay(11, "FlashAirKickingDW_Right"); + } + } + TNT1 AAAAAAAAAAAAAAAAA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) Goto Ready3 + FlashAirKickingDW_Left: + A2F3 ABCDEFFFFFEDCBAAA 1 + Stop + FlashAirKickingDW_Left_Unloaded: + A2F3 GHIJEFFFFFEJIHGGG 1 + Stop + FlashAirKickingDW_Right: + A2F4 ABCDEFFFFFEDCBAAA 1 + Stop + FlashAirKickingDW_Right_Unloaded: + A2F4 GHIJKLLLLLKJIHGGG 1 + Stop + FlashAirKickingDW_Left_Silencer: + A2S3 ABCDEFFFFFEDCBAAA 1 + Stop + FlashAirKickingDW_Right_Silencer: + A2S4 ABCDEFFFFFEDCBAAA 1 + Stop FlashPunchingDW: TNT1 A 0 A_ClearOverlays(10,11) @@ -1063,14 +1941,63 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelSlideKicking") TNT1 A 0 A_ClearOverlays(10,11) TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "FlashSlideKickingDW") - A1F8 ABCDEFGHIJKLLMLKJIHGFEDCBA 1 A_DoPBWeaponAction - A1F1 E 1 A_DoPBWeaponAction + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "FlashSlideKicking_Silencer"); + } + } + A3F1 ABCDEFFFFFFFFFFFFFF 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSpriteEx("A3U1"); + A_DoPBWeaponAction; + } + } Goto Ready3 + + FlashSlideKicking_Silencer: + A3S1 ABCDEFFFFFFFFFFFFFF 1 + Stop FlashSlideKickingDW: - A2F3 ABCDEFGGGGGGGGGGGGGFEDCBA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) - A2F3 A 1 A_DoPBWeaponAction + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(8, "FlashSlideKickingDW_Left_Silencer"); + A_Overlay(9, "FlashSlideKickingDW_Right_Silencer"); + } + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_Overlay(10, "FlashSlideKickingDW_Left_Unloaded"); + A_Overlay(11, "FlashSlideKickingDW_Right_Unloaded"); + } + else + { + A_Overlay(10, "FlashSlideKickingDW_Left"); + A_Overlay(11, "FlashSlideKickingDW_Right"); + } + } + TNT1 ABCDEFFFFFFFFFFFFFF 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) Goto Ready3 + FlashSlideKickingDW_Left: + A2F3 ABCDEFFFFFFFFFFFFFF 1 + Stop + FlashSlideKickingDW_Right: + A2F4 ABCDEFFFFFFFFFFFFFF 1 + Stop + FlashSlideKickingDW_Left_Unloaded: + A2F3 GHIJEFFFFFFFFFFFFFF 1 + Stop + FlashSlideKickingDW_Right_Unloaded: + A2F4 GHIJKLLLLLLLLLLLLLL 1 + Stop + FlashSlideKickingDW_Left_Silencer: + A2S3 ABCDEFFFFFFFFFFFFFF 1 + Stop + FlashSlideKickingDW_Right_Silencer: + A2S4 ABCDEFFFFFFFFFFFFFF 1 + Stop FlashSlideKickingStop: TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "FlashBarrelSlideKickingStop") @@ -1078,23 +2005,72 @@ ACTOR PB_SMG : PB_Weapon TNT1 A 0 A_JumpIfInventory ("GrabbedIceBarrel", 1, "FlashBarrelSlideKickingStop") TNT1 A 0 A_ClearOverlays(10,11) TNT1 A 0 A_JumpIfInventory("DualWieldingSMGs", 1, "FlashSlideKickingStopDW") - A1F8 GFEDCBA 1 A_DoPBWeaponAction - A1F1 E 1 A_DoPBWeaponAction + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(-2, "FlashSlideKickingStop_Silencer"); + } + } + A3F1 EDCBA 1 { + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_SetWeaponSpriteEx("A3U1"); + A_DoPBWeaponAction; + } + } Goto Ready3 + FlashSlideKickingStop_Silencer: + A3S1 EDCBA 1 + Stop FlashSlideKickingStopDW: - A2F3 GFEDCBA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) - A2F3 A 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) + TNT1 A 0 { + if(CountInv("SilencedSMG") >= 1) + { + A_Overlay(8, "FlashSlideKickingStopDW_Left_Silencer"); + A_Overlay(9, "FlashSlideKickingStopDW_Right_Silencer"); + } + if(CountInv("UACSMGHasUnloaded") >= 1) + { + A_Overlay(10, "FlashSlideKickingStopDW_Left_Unloaded"); + A_Overlay(11, "FlashSlideKickingStopDW_Right_Unloaded"); + } + else + { + A_Overlay(10, "FlashSlideKickingStopDW_Left"); + A_Overlay(11, "FlashSlideKickingStopDW_Right"); + } + } + TNT1 EDCBA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE) Goto Ready3 + FlashSlideKickingStopDW_Left: + A2F3 EDCBA 1 + Stop + FlashSlideKickingStopDW_Right: + A2F4 EDCBA 1 + Stop + FlashSlideKickingStopDW_Left_Unloaded: + A2F3 EJIHG 1 + Stop + FlashSlideKickingStopDW_Right_Unloaded: + A2F4 KJIHG 1 + Stop + FlashSlideKickingStopDW_Left_Silencer: + A2S3 EDCBA 1 + Stop + FlashSlideKickingStopDW_Right_Silencer: + A2S4 EDCBA 1 + Stop + } } ACTOR SMGAmmo : Ammo { Inventory.Amount 0 - Inventory.MaxAmount 51 + Inventory.MaxAmount 36 Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 51 + Ammo.BackpackMaxAmount 36 +INVENTORY.IGNORESKILL Inventory.Icon "ATFLA0" } @@ -1103,9 +2079,9 @@ ACTOR SMGAmmo : Ammo ACTOR LeftSMGAmmo : Ammo { Inventory.Amount 0 - Inventory.MaxAmount 51 + Inventory.MaxAmount 36 Ammo.BackpackAmount 0 - Ammo.BackpackMaxAmount 51 + Ammo.BackpackMaxAmount 36 +INVENTORY.IGNORESKILL Inventory.Icon "ATFLA0" } diff --git a/actors/Weapons/Slot3/AUTOSHOTGUN.dec b/actors/Weapons/Slot3/AUTOSHOTGUN.dec index 0341e14e4c..00a9c4910a 100644 --- a/actors/Weapons/Slot3/AUTOSHOTGUN.dec +++ b/actors/Weapons/Slot3/AUTOSHOTGUN.dec @@ -120,13 +120,13 @@ ACTOR PB_Autoshotgun : PB_Weapon Scale 0.52 Weapon.AmmoType1 "PB_Shell" Weapon.AmmoType2 "AutoShotgunAmmo" - Inventory.PickupMessage "Auto Shotgun (Slot 3)" + Inventory.PickupMessage "UAC-AS-16 \"Party Crasher\" Auto-Shotgun (Slot 3)" Inventory.PickupSound "weapons/sgpump" Inventory.Amount 1 Inventory.MaxAmount 3 Obituary "$OB_MPSHOTGUN" AttackSound "None" - Tag "Auto-Shotgun" + Tag "UAC AS-16 Auto-Shotgun" +WEAPON.NOALERT +WEAPON.NOAUTOAIM +WEAPON.NOAUTOFIRE @@ -136,6 +136,7 @@ ACTOR PB_Autoshotgun : PB_Weapon FloatBobStrength 0.5 PB_WeaponBase.OffsetRecoilX 2.5 PB_WeaponBase.OffsetRecoilY 2.5 + PB_WeaponBase.TailPitch 0.75 States { @@ -432,7 +433,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_AlertMonsters; PB_LowAmmoSoundWarning("shotgun", "LeftASGAmmo"); A_Takeinventory("LeftASGAmmo",1); - A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); //A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 1, 0, 0); PB_GunSmoke(2,0,0); @@ -474,7 +475,7 @@ ACTOR PB_Autoshotgun : PB_Weapon PB_LowAmmoSoundWarning("shotgun"); A_Takeinventory("AutoShotgunAmmo",1); A_AlertMonsters; - A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); //A_FireCustomMissile("GunFireSmoke", 0, 0, 2, 1, 0, 0); PB_GunSmoke(-2,0,0); @@ -682,7 +683,7 @@ ACTOR PB_Autoshotgun : PB_Weapon PB_LowAmmoSoundWarning("shotgun"); A_Takeinventory("AutoShotgunAmmo",1); A_AlertMonsters; - A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 1, 0, 0); PB_GunSmoke(0,0,0); @@ -704,7 +705,7 @@ ACTOR PB_Autoshotgun : PB_Weapon } AG20 DEFGH 1 A_DoPBWeaponAction(WRF_NOFIRE|WRF_NOBOB) AG20 I 1 - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready3 DrumFire: @@ -732,7 +733,7 @@ ACTOR PB_Autoshotgun : PB_Weapon PB_LowAmmoSoundWarning("shotgun"); A_Takeinventory("AutoShotgunAmmo",1); A_AlertMonsters; - A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/AutoShotgun", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 1, 0, 0); PB_GunSmoke(0,0,0); @@ -796,7 +797,7 @@ ACTOR PB_Autoshotgun : PB_Weapon if (CountInv("AutoShotgunAmmo") == 1 ) {A_SetWeaponSprite("AF01");} Return A_DoPBWeaponAction(WRF_NOFIRE|WRF_NOBOB); } - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready3 AltFire: @@ -915,7 +916,7 @@ ACTOR PB_Autoshotgun : PB_Weapon A_SetRoll(roll+0.1,SPF_INTERPOLATE); A_DoPBWeaponAction(WRF_NOFIRE); } - //TNT1 A 0 A_Refire + //TNT1 A 0 PB_ReFire TNT1 A 0 { if (CountInv("AutoShotgunAmmo") > 0 ) { A_SetInventory("PBAutoShotgunWasEmpty", 0); @@ -1002,7 +1003,7 @@ ACTOR PB_Autoshotgun : PB_Weapon if (CountInv("AutoShotgunAmmo") == 0 ) {A_SetWeaponSprite("AS01");} Return A_DoPBWeaponAction(WRF_NOFIRE); } - //TNT1 A 0 A_Refire + //TNT1 A 0 PB_ReFire TNT1 A 0 { if (CountInv("AutoShotgunAmmo") > 0 ) { A_SetInventory("PBAutoShotgunWasEmpty", 0); diff --git a/actors/Weapons/Slot3/QUADBARREL.dec b/actors/Weapons/Slot3/QUADBARREL.dec index 600f80c42c..99acebb878 100644 --- a/actors/Weapons/Slot3/QUADBARREL.dec +++ b/actors/Weapons/Slot3/QUADBARREL.dec @@ -606,7 +606,7 @@ ACTOR PB_QuadSG : PB_Weapon if (CountInv("FullBlastMode") == 1 && CountInv("LeftQSSGAmmoCounter") >= 4) { A_AlertMonsters; A_Recoil(3); - A_StartSound("QSGFIRE1", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("QSGFIRE1", CHAN_Weapon, CHANF_DEFAULT, 1.0); A_ZoomFactor(0.915); A_TakeInventory("LeftQSSGAmmoCounter", 4); if(GetCvar("pb_realdamage")) { @@ -649,7 +649,7 @@ ACTOR PB_QuadSG : PB_Weapon else if (CountInv("LeftQSSGAmmoCounter") >= 2) { A_AlertMonsters; A_Recoil(3); - A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0); A_ZoomFactor(0.915); A_TakeInventory("LeftQSSGAmmoCounter", 2); if (CountInv("BreathMode") != 1) { @@ -677,7 +677,7 @@ ACTOR PB_QuadSG : PB_Weapon else { A_AlertMonsters; A_Recoil(3); - A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0); A_ZoomFactor(0.915); A_TakeInventory("LeftQSSGAmmoCounter", 1); If (CountInv("BreathMode") != 1) { @@ -797,7 +797,7 @@ ACTOR PB_QuadSG : PB_Weapon if (CountInv("FullBlastMode") == 1 && CountInv("QSSGAmmoCounter") >= 4) { A_AlertMonsters; A_Recoil(3); - A_StartSound("QSGFIRE1", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("QSGFIRE1", CHAN_Weapon, CHANF_DEFAULT, 1.0); A_ZoomFactor(0.915); A_TakeInventory("QSSGAmmoCounter", 4); if(GetCvar("pb_realdamage")) { @@ -839,7 +839,7 @@ ACTOR PB_QuadSG : PB_Weapon else if (CountInv("QSSGAmmoCounter") >= 2) { A_AlertMonsters; A_Recoil(3); - A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0); A_ZoomFactor(0.915); A_TakeInventory("QSSGAmmoCounter", 2); if (CountInv("BreathMode") != 1) { @@ -865,7 +865,7 @@ ACTOR PB_QuadSG : PB_Weapon return state ("RightRecoil_HalfBlast"); } else { A_Recoil(3); - A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0); A_ZoomFactor(0.915); A_TakeInventory("QSSGAmmoCounter", 1); if (CountInv("BreathMode") != 1) { @@ -1141,7 +1141,7 @@ ACTOR PB_QuadSG : PB_Weapon A_Recoil(3); A_AlertMonsters; } - QSF4 A 1 BRIGHT A_StartSound("QSGFIRE1", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05))//NEED A LOUDER FUCKING BANG + QSF4 A 1 BRIGHT A_StartSound("QSGFIRE1", CHAN_Weapon, CHANF_DEFAULT, 1.0)//NEED A LOUDER FUCKING BANG TNT1 A 0 A_ZoomFactor(0.915) TNT1 A 0 A_TakeInventory("QSSGAmmoCounter", 4) TNT1 A 0 { @@ -1207,7 +1207,7 @@ ACTOR PB_QuadSG : PB_Weapon FireRightBarrels: TNT1 AAAAA 0 TNT1 A 0 A_Recoil(1) - QSF2 A 1 BRIGHT A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05))//NEED A LOUDER FUCKING BANG + QSF2 A 1 BRIGHT A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0)//NEED A LOUDER FUCKING BANG TNT1 A 0 A_ZoomFactor(0.925) TNT1 A 0 A_TakeInventory("QSSGAmmoCounter", 2) TNT1 A 0 @@ -1260,7 +1260,7 @@ ACTOR PB_QuadSG : PB_Weapon TNT1 AAAAA 0 TNT1 A 0 A_Recoil(1) - QSF2 C 1 BRIGHT A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05))//NEED A LOUDER FUCKING BANG + QSF2 C 1 BRIGHT A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0)//NEED A LOUDER FUCKING BANG TNT1 A 0 A_ZoomFactor(0.925) TNT1 A 0 A_TakeInventory("QSSGAmmoCounter", 2) TNT1 A 0 @@ -1315,7 +1315,7 @@ ACTOR PB_QuadSG : PB_Weapon QSF1 D 0 A_JumpIfInventory("QSSGAmmoCounter", 4, 2) QSF1 C 0 "####" "#" 0 - QSF1 "#" 1 BRIGHT A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05))//NEED A LOUDER FUCKING BANG + QSF1 "#" 1 BRIGHT A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0)//NEED A LOUDER FUCKING BANG TNT1 A 0 A_ZoomFactor(0.925) TNT1 A 0 A_TakeInventory("QSSGAmmoCounter", 1) TNT1 A 0 { @@ -1353,7 +1353,7 @@ ACTOR PB_QuadSG : PB_Weapon TNT1 A 0 A_Recoil(1) QSF1 B 0 A_JumpIfInventory("QSSGAmmoCounter", 2, 2) QSF1 A 0 - QSF1 "#" 1 BRIGHT A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)) + QSF1 "#" 1 BRIGHT A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0) TNT1 A 0 A_TakeInventory("QSSGAmmoCounter", 1) TNT1 A 0 { A_AlertMonsters; diff --git a/actors/Weapons/Slot3/SHOTGUN.dec b/actors/Weapons/Slot3/SHOTGUN.dec index 73a4c305ac..f3f9d1c9aa 100644 --- a/actors/Weapons/Slot3/SHOTGUN.dec +++ b/actors/Weapons/Slot3/SHOTGUN.dec @@ -223,11 +223,11 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun Weapon.AmmoGive2 0 Weapon.AmmoType1 "PB_Shell" Weapon.AmmoType2 "ShotgunAmmo" - Inventory.PickupMessage "Pump Shotgun (Slot 3)" + Inventory.PickupMessage "UAC GS-10 Pump Shotgun (Slot 3)" Inventory.PickupSound "SHOTPICK" Obituary "%o sucked %k's Shotgun" AttackSound "None" - Tag "Shotgun" + Tag "UAC GS-10 Shotgun" +WEAPON.NOALERT +WEAPON.NOAUTOAIM +WEAPON.NOAUTOFIRE @@ -238,6 +238,8 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun FloatBobStrength 0.5 PB_WeaponBase.UsesWheel 1 PB_WeaponBase.WheelInfo "PB_PumpShotgunWheel" + PB_WeaponBase.TailPitch 2 + States { @@ -619,7 +621,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_Takeinventory("ShotgunAmmo",1); A_Giveinventory("PB_Shell",1); } - SSHR A 0 //A_Refire + SSHR A 0 //PB_ReFire TNT1 A 0 //A_DoPBWeaponAction(WRF_NOBOB) goto EmptyTube ClearChamberForTubeSwap: @@ -731,7 +733,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_Setinventory("GoWeaponSpecialAbility",0); A_Setinventory("CantWeaponSpecial" , 0); } - SSHR A 0 A_Refire + SSHR A 0 PB_ReFire TNT1 A 0 A_DoPBWeaponAction(WRF_NOBOB) goto LoadTube TubeSwapFinal: @@ -901,7 +903,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_Setinventory("GoWeaponSpecialAbility",0); A_Setinventory("CantWeaponSpecial" , 0); } - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready3 PumpFromHip: @@ -919,7 +921,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun PumpFromHip2: TNT1 A 0 A_PlaySoundEx("weapons/sgpump","Auto") SHTF GFEDC 1 - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire goto Ready3 //End of transplant @@ -988,6 +990,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun SHTF A 0 "####" A 1 BRIGHT { + PB_QuakeCamera(10, 3); A_SetInventory("CantDoAction",1); PB_LowAmmoSoundWarning("shotgun"); A_TakeInventory("ShotgunAmmo", 1); @@ -1017,7 +1020,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun //A_FireBullets(frandom(5.85,6.65), frandom(5.32,6.75),8,0,"None",FBF_NORANDOM,8192,"DragonsBreathTracer",-14,0); return state("FireAnimBegin"); } - A_StartSound("weapons/sg", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/sg", CHAN_Weapon, CHANF_DEFAULT, 1.0); //A_FireBullets(3.2, 3.2,10,15,"ShotgunPuff",FBF_NORANDOM); PB_FireBullets("PB_12GAPellet",9,3.5,0,0,3.5); return state("FireAnimBegin"); @@ -1102,7 +1105,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun If(CountInv("HasSlugs") >=1 ) {A_SetWeaponSprite("SHTS");} If(CountInv("HasDragonBreath") >=1 ) {A_SetWeaponSprite("SHTD");} A_DoPBWeaponAction(WRF_ALLOWRELOAD); - A_Refire; + PB_ReFire; A_SetInventory("CantDoAction",0); return state(""); } @@ -1219,7 +1222,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun return state("AltFireAnimBegin"); } else { - A_StartSound("weapons/sg", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/sg", CHAN_Weapon, CHANF_DEFAULT, 1.0); //A_FireBullets(frandom(5.1,5.86), frandom(4.57,6),10,14,"ShotgunPuff",FBF_NORANDOM); //A_FireBullets(3.2, 3.2,10,15,"ShotgunPuff",FBF_NORANDOM); PB_FireBullets("PB_12GAPellet",9,3,0,0,3); @@ -1336,13 +1339,13 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun if (JustPressed(BT_ATTACK)){ return state("Fire2"); } - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); // A_WeaponReady(WRF_ALLOWRELOAD); -// A_ReFire; +// PB_ReFire; // return state(""); } Goto Ready2 @@ -1438,7 +1441,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_Giveinventory("ShotgunAmmo",1); A_Takeinventory("PB_Shell",1); } - SSHR A 0 A_Refire + SSHR A 0 PB_ReFire TNT1 A 0 A_DoPBWeaponAction(WRF_NOBOB) Goto ShellChecker @@ -1571,7 +1574,7 @@ ACTOR PB_Shotgun : PB_Weapon //Replaces Shotgun A_SetInventory("PBPumpShotgunHasUnloaded",0); A_SetRoll(0,SPF_INTERPOLATE); } - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready3 Unload: SHTG A 1{ diff --git a/actors/Weapons/Slot3/SSG.dec b/actors/Weapons/Slot3/SSG.dec index f31b12952b..aaad897823 100644 --- a/actors/Weapons/Slot3/SSG.dec +++ b/actors/Weapons/Slot3/SSG.dec @@ -358,7 +358,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun A_AlertMonsters; //A_FireBullets(9, 6, 10, 7, "ShotgunPuff"); PB_FireBullets("PB_10GAPellet",10,8,0,0,6); - A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); //A_FireCustomMissile("GunFireSmokE", 0, 0, -3, 0, 0, 0); //A_FireCustomMissile("GunFireSmoke", 0, 0, -5, 0, 0, 0); @@ -379,7 +379,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun //A_FireCustomMissile("GunFireSmoke", 0, 0, 5, 0, 0, 0); PB_GunSmoke(3,0,0); PB_GunSmoke(5,0,0); - A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); A_ZoomFactor(0.95); A_SetInventory("PB_SSGFireAnimation2",1); @@ -428,7 +428,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun A_AlertMonsters; //A_FireBullets(9, 6, 10, 7, "ShotgunPuff"); PB_FireBullets("PB_10GAPellet",10,8,0,0,6); - A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); //A_FireCustomMissile("GunFireSmokE", 0, 0, -3, 0, 0, 0); //A_FireCustomMissile("GunFireSmoke", 0, 0, -5, 0, 0, 0); @@ -448,7 +448,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun //A_FireCustomMissile("GunFireSmoke", 0, 0, -5, 0, 0, 0); PB_GunSmoke(-3,0,0); PB_GunSmoke(-5,0,0); - A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); A_ZoomFactor(0.95); A_SetInventory("PB_SSGFireAnimation1",1); @@ -551,8 +551,8 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun //A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0); PB_GunSmoke(-2,0,0); PB_GunSmoke(2,0,0); - A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("shotgun", "shotgun"); + A_StartSound("SSHFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0); + PB_DynamicTail("shotgun", "dbshotgun"); A_ZoomFactor(0.95); A_TakeInventory("SSGAmmoCounter", 2); A_Giveinventory("SSGBarrelHeat",120); @@ -597,7 +597,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun PB_FireBullets("PB_10GAPellet",10,7,0,0,6); //A_FireCustomMissile("GunFireSmoke", 0, 0, 2, 0, 0, 0); PB_GunSmoke(-2,0,0); - A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); A_TakeInventory("SSGAmmoCounter", 1); A_ZoomFactor(0.98); @@ -617,7 +617,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun } SHO8 LCM 1 SHT2 A 2 - TNT1 A 0 A_ReFire("AltFire2") + TNT1 A 0 PB_ReFire("AltFire2") Goto Ready3 AltFire2: @@ -630,7 +630,7 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun PB_FireBullets("PB_10GAPellet",10,7,0,0,6); //A_FireCustomMissile("GunFireSmoke", 0, 0, -2, 0, 0, 0); PB_GunSmoke(2,0,0); - A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/shh2", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("shotgun", "shotgun"); A_TakeInventory("SSGAmmoCounter", 1); A_ZoomFactor(0.98); @@ -708,14 +708,14 @@ ACTOR PB_SSG : PB_weapon //Replaces SuperShotgun FinishReload: TNT1 A 0 A_SetInventory("PBSSGHasUnloaded",0) SG11 ABCDEFGHIJKLMNOPQRST 1 - SHT2 A 1 A_Refire + SHT2 A 1 PB_ReFire Goto Ready3 FinishReloadOneShell: TNT1 A 0 A_SetInventory("PBSSGHasUnloaded",0) SG11 ABC 1 SG12 YZ 1 SG11 FGHIJKLMNOPQRST 1 - SHT2 A 1 A_Refire + SHT2 A 1 PB_ReFire Goto Ready3 NoAmmoDualWield: diff --git a/actors/Weapons/Slot4/Carbine.dec b/actors/Weapons/Slot4/Carbine.dec index 2c9a7675a9..229f189273 100644 --- a/actors/Weapons/Slot4/Carbine.dec +++ b/actors/Weapons/Slot4/Carbine.dec @@ -450,11 +450,11 @@ ACTOR PB_Carbine : PB_Weapon CB02 A 1 BRIGHT { A_AlertMonsters; A_GiveInventory("FiringCarbineL",1); - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4,-8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,-4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(4,0,0); @@ -488,11 +488,11 @@ ACTOR PB_Carbine : PB_Weapon CB03 A 1 BRIGHT { A_AlertMonsters; A_GiveInventory("FiringCarbineR",1); - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, 8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); PB_GunSmoke(-4,0,0); @@ -537,11 +537,11 @@ ACTOR PB_Carbine : PB_Weapon CB02 A 1 BRIGHT { A_AlertMonsters; A_GiveInventory("FiringCarbineL",1); - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4,-8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,-4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(4,0,0); @@ -574,11 +574,11 @@ ACTOR PB_Carbine : PB_Weapon CB02 A 1 BRIGHT { A_AlertMonsters; A_GiveInventory("FiringCarbineL",1); - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4,-8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,-4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(4,0,0); @@ -611,11 +611,11 @@ ACTOR PB_Carbine : PB_Weapon CB02 A 1 BRIGHT { A_AlertMonsters; A_GiveInventory("FiringCarbineL",1); - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4,-8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,-4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, -4, 0, 0, 0); PB_GunSmoke(4,0,0); @@ -655,12 +655,12 @@ ACTOR PB_Carbine : PB_Weapon } CB03 A 1 BRIGHT { A_AlertMonsters; - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); A_GiveInventory("FiringCarbineR",1); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, 8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); PB_GunSmoke(-4,0,0); @@ -692,12 +692,12 @@ ACTOR PB_Carbine : PB_Weapon } CB03 A 1 BRIGHT { A_AlertMonsters; - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); A_GiveInventory("FiringCarbineR",1); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, 8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); PB_GunSmoke(-4,0,0); @@ -729,12 +729,12 @@ ACTOR PB_Carbine : PB_Weapon } CB03 A 1 BRIGHT { A_AlertMonsters; - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); A_GiveInventory("FiringCarbineR",1); //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -4, 8); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("YellowFlareSpawn",0,0,4,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 4, 0, 0, 0); PB_GunSmoke(-4,0,0); @@ -1052,7 +1052,7 @@ ACTOR PB_Carbine : PB_Weapon if (CountInv("CarbineMuzzleFlash3") >= 1 ) { A_SetWeaponSprite("4CFF");} A_GunFlash; //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); @@ -1061,8 +1061,8 @@ ACTOR PB_Carbine : PB_Weapon PB_LowAmmoSoundWarning("smg"); A_Takeinventory("XRifleAmmo",1); A_Giveinventory("CarbineBarrelHeat",10); - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); A_AlertMonsters; A_ZoomFactor(0.98); @@ -1111,7 +1111,7 @@ ACTOR PB_Carbine : PB_Weapon Else {Return State("ReadyToFire");} } - if(CountInv("CarbineFullAuto") >= 1) {A_Refire;} + if(CountInv("CarbineFullAuto") >= 1) {PB_ReFire;} Return State (""); } Goto ReadyToFire @@ -1133,7 +1133,7 @@ ACTOR PB_Carbine : PB_Weapon } A_GunFlash; //A_FireBullets (0.1, 0.1, -1, 20, "HitPuff", FBF_NORANDOM,8192,"Tracer", -2,0); - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm", 1, 2, 0, 0, 2); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); @@ -1142,8 +1142,8 @@ ACTOR PB_Carbine : PB_Weapon PB_LowAmmoSoundWarning("smg"); A_Takeinventory("XRifleAmmo",1); A_Giveinventory("CarbineBarrelHeat",10); - A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75, ATTN_NORM, frandom(0.95, 1.05)); - A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("Weapons/Carbine/Fire", CHAN_WEAPON, CHANF_OVERLAP, 0.75); + A_StartSound("Weapons/Carbine/Fire2", CHAN_WEAPON, CHANF_OVERLAP, 1.0); PB_DynamicTail("ar", "ar"); A_AlertMonsters; PB_WeaponRecoil(-0.30,-0.12); @@ -1192,7 +1192,7 @@ ACTOR PB_Carbine : PB_Weapon Else {Return State("ReadyToFire2");} } - if(CountInv("CarbineFullAuto") >= 1 && PressingFire()) { A_Refire("Fire2");} + if(CountInv("CarbineFullAuto") >= 1 && PressingFire()) { PB_ReFire("Fire2");} } Return State (""); @@ -1216,13 +1216,13 @@ ACTOR PB_Carbine : PB_Weapon Else {Return State("ReadyToFire2");} } - if(CountInv("CarbineFullAuto") >= 1) {A_Refire("Fire2");} + if(CountInv("CarbineFullAuto") >= 1) {PB_ReFire("Fire2");} Return State (""); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); } - //TNT1 A 0 A_Refire + //TNT1 A 0 PB_ReFire Goto ReadyToFire2 AltFire: diff --git a/actors/Weapons/Slot4/ChexRifle.dec b/actors/Weapons/Slot4/ChexRifle.dec index fa78ce1e97..0692a224bd 100644 --- a/actors/Weapons/Slot4/ChexRifle.dec +++ b/actors/Weapons/Slot4/ChexRifle.dec @@ -250,7 +250,7 @@ ACTOR PB_ChexRifle : PB_Weapon CRRS A -1 Loop Select: - TNT1 A 0 A_SetInventory("Zoomed",0) + TNT1 A 0 A_SetInventory("Zoomed",0) TNT1 A 0 { A_WeaponOffset(0,32); A_SetRoll(0); @@ -376,7 +376,7 @@ ACTOR PB_ChexRifle : PB_Weapon A_FireCustomMissile ("ChexLightningModeProjectile", 0, 0, random(-20, 20), random(-1, 14)); A_FireCustomMissile ("ChexLightningModeProjectile", 0, 0, random(-6, 16), random(6, 19)); } - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire */ Fire: TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "ThrowBarrel") @@ -407,12 +407,12 @@ ACTOR PB_ChexRifle : PB_Weapon { A_ZoomFactor(.985); A_WeaponReady(WRF_NOPRIMARY); - } + } TNT1 A 0 PB_LowAmmoSoundWarning("hdmr") TNT1 A 0 A_Takeinventory("ChexRifleAmmo",1) CHRE I 1 BRIGHT A_WeaponReady(WRF_NOPRIMARY) TNT1 A 0 A_ZoomFactor (1) - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto RealReady Deselect: TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "PlaceBarrel") diff --git a/actors/Weapons/Slot4/LMG.dec b/actors/Weapons/Slot4/LMG.dec index 2e35a5866e..80342fb667 100644 --- a/actors/Weapons/Slot4/LMG.dec +++ b/actors/Weapons/Slot4/LMG.dec @@ -218,8 +218,8 @@ ACTOR PB_LMG : PB_Weapon +WEAPON.NOALERT PB_WeaponBase.UnloaderToken "PBLMGHasUnloaded" Inventory.PickupSound "LMGPKP" - Inventory.PickupMessage "UAC Light Machine Gun (Slot 4, Upgrade)" - Tag "Light Machine Gun" + Inventory.PickupMessage "UAC-349 Light Machine Gun (Slot 4, Upgrade)" + Tag "UAC-349 Light Machine Gun" Obituary "%o became a leaking piece of meat by %k's light machine gun" AttackSound "none" +WEAPON.CHEATNOTWEAPON @@ -229,6 +229,7 @@ ACTOR PB_LMG : PB_Weapon //FloatBobStrength 0.5 PB_WeaponBase.OffsetRecoilX 3.8 PB_WeaponBase.OffsetRecoilY 2.5 + PB_WeaponBase.TailPitch 0.8 States { @@ -766,7 +767,7 @@ ACTOR PB_LMG : PB_Weapon if(PressingAltfire()){ return state("Unzoom"); } - A_Refire("Fire2Missile"); + PB_ReFire("Fire2Missile"); } return state(""); } @@ -776,12 +777,12 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIfInventory("LMGAmmo",1,2) Goto Reload TNT1 A 0 - TNT1 A 0 A_StartSound("LFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)) + TNT1 A 0 A_StartSound("LFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0) TNT1 A 0 PB_DynamicTail("lmg", "lmg") TNT1 A 0 A_Overlay(-2, "MuzzleFlashBulletZoom") TNT1 A 0 A_Overlay(-3, "BeltFireBulletZoom") //TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 27, "MachineGunBulletPuff", FBF_NORANDOM,8192,"Tracer", -2,0) - TNT1 A 0 A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)) + TNT1 A 0 PB_FireBullets("PB_556x45mm", 1, 1, 0, 0, 1) // TNT1 A 0 A_Firecustommissile("LMGCaseSpawnStandard",0,0,24,-20, 0, -50) TNT1 A 0 PB_SpawnCasing("LMGCasingStandard",23,8,36,0,frandom(3,5),frandom(0,4), false) TNT1 A 0 PB_SpawnCasing("LMGBeltLink",23,8,36,0,frandom(1,3),frandom(0,4), false) @@ -813,7 +814,7 @@ ACTOR PB_LMG : PB_Weapon if(PressingAltfire()){ return state("Unzoom"); } - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return state(""); } @@ -864,14 +865,14 @@ ACTOR PB_LMG : PB_Weapon TNT1 A 0 A_JumpIfInventory("LMGAmmo",1,2) Goto Reload TNT1 A 0 - TNT1 A 0 A_StartSound("LFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)) + TNT1 A 0 A_StartSound("LFIRE", CHAN_Weapon, CHANF_DEFAULT, 1.0) TNT1 A 0 PB_DynamicTail("lmg", "lmg") TNT1 A 0 A_Overlay(-2, "MuzzleFlashBullet") TNT1 A 0 A_Overlay(4, "BeltFireBullet") TNT1 A 0 PB_SpawnCasing("LMGCasingStandard", 19,4,29,0,frandom(3,5),frandom(0,4), false) TNT1 A 0 PB_SpawnCasing("LMGBeltLink",19,4,29,0,frandom(1,3),frandom(0,4), false) //TNT1 A 0 A_FireBullets (0.1, 0.1, -1, 27, "MachineGunBulletPuff", FBF_NORANDOM,8192,"Tracer", -2,0) - TNT1 A 0 A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)) + TNT1 A 0 PB_FireBullets("PB_556x45mm", 1, 1, 0, 0, 1) TNT1 A 0 A_FireCustomMissile("Tracer", random(-1,1), 0, -1, 0) TNT1 A 0 A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0) TNT1 A 0 A_FireCustomMissile("YellowFlareSpawn",0,0,0,0) diff --git a/actors/Weapons/Slot4/MG42.dec b/actors/Weapons/Slot4/MG42.dec index 726671360a..0b6bb44ed8 100644 --- a/actors/Weapons/Slot4/MG42.dec +++ b/actors/Weapons/Slot4/MG42.dec @@ -348,10 +348,10 @@ ACTOR PB_MG42 : PB_Weapon A_GiveInventory("MG42HeatLevel", 1); } A_TakeInventory("PB_HighCalMag", 1); - A_StartSound("MG42FIR", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("MG42FIR", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("lmg", "lmg"); //A_FireBullets(5, 6, 1, 28, "MachineGunBulletPuff", 1); - A_FireProjectile("PB_792x57mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_792x57mm", 1, 4, 0, 0, 4); //A_Firecustommissile("MG42CaseSpawn",0,0,24,-20, 0, -50); PB_SpawnCasing("MG42Casing", 13, 0, 10, 0, 0, 0, false); PB_SpawnCasing("LMGBeltLink", 13, 5, 34, 0, 2,frandom(-2,0.5), false); @@ -363,7 +363,7 @@ ACTOR PB_MG42 : PB_Weapon PB_FireOffset; } MGFI AB 1 - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire TNT1 A 0 A_Overlay(6, "BarrelSmoke1") MGFI CD 1 TNT1 A 0 A_Overlay(3, "Cooling") @@ -524,10 +524,10 @@ ACTOR PB_MG42 : PB_Weapon A_GiveInventory("MG42HeatLevel", 2); } A_TakeInventory("PB_HighCalMag", 1); - A_StartSound("MG42FIR", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("MG42FIR", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("lmg", "lmg"); //A_FireBullets(5, 5, 1, 28, "MachineGunBulletPuff", 1); - A_FireProjectile("PB_792x57mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_792x57mm", 1, 4, 0, 0, 4); PB_SpawnCasing("MG42Casing", 13, 0, 19, 0, 0, 0, false); PB_SpawnCasing("LMGBeltLink", 10, 3.2, 39, 0, 2,frandom(-2,0.5), false); A_FireCustomMissile("ShakeYourAss", 0, 0, 0, 0); @@ -561,7 +561,7 @@ ACTOR PB_MG42 : PB_Weapon if(PressingAltfire()){ return state("UnZoom"); } - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return state(""); } diff --git a/actors/Weapons/Slot4/MINIGUN.dec b/actors/Weapons/Slot4/MINIGUN.dec index 41d010e1bf..4ec1138dab 100644 --- a/actors/Weapons/Slot4/MINIGUN.dec +++ b/actors/Weapons/Slot4/MINIGUN.dec @@ -107,10 +107,10 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun Weapon.AmmoUse 1 +WEAPON.NOAUTOAIM Inventory.PickupSound "CBOXPKUP" - Inventory.PickupMessage "UAC Mach-3 Minigun (Slot 5)" + Inventory.PickupMessage "UAC-R51 Mach-3 Minigun (Slot 5)" Obituary "%o became Swiss Cheese by %k's Gatling Gun" AttackSound "none" - Tag "Mach-3 Minigun" + Tag "UAC-R51 Mach-3 Minigun" Scale 0.52 Inventory.AltHUDIcon "MG0ZA0" PB_WeaponBase.respectItem "RespectMiniGun" @@ -639,7 +639,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -661,7 +661,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); //PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -682,7 +682,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -703,7 +703,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); //PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -717,7 +717,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_SetWeaponSprite("UCHF");} A_Overlay(3,"AmmoMeterOverlayFire"); PB_WeaponRecoil(-0.6,frandom(1.6, -1.6)); - A_ReFire("Holding1"); + PB_ReFire("Holding1"); } ////A_GunFlash; TNT1 A 0 { @@ -735,7 +735,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); - A_ReFire("Hold"); + PB_ReFire("Hold"); } TNT1 A 0 { A_Overlay(9,"PostGlow"); @@ -748,7 +748,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); - A_Refire("Hold"); + PB_ReFire("Hold"); } TNT1 A 0 { A_Overlay(9,"PostGlow"); @@ -762,7 +762,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); //A_ZoomFactor(0.98); - A_Refire("LateHolding"); + PB_ReFire("LateHolding"); } CHAG BB 1 { if (CountInv("MinigunUpgraded") == 1) {A_SetWeaponSprite("UCHG");} @@ -771,7 +771,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); //A_ZoomFactor(0.99); - A_Refire("LateHolding"); + PB_ReFire("LateHolding"); } TNT1 A 0 { A_Overlay(9,"PostGlow"); @@ -786,7 +786,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); //A_ZoomFactor(1.0); - A_Refire("LateHolding"); + PB_ReFire("LateHolding"); } CHAG DD 1 { if (CountInv("MinigunUpgraded") == 1) {A_SetWeaponSprite("UCHG");} @@ -794,7 +794,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); - A_Refire("LateHolding"); + PB_ReFire("LateHolding"); } goto RealReady @@ -861,7 +861,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); PB_SpawnCasing("PB_EmptyBrass", 19,-13,24,0,-frandom(3,6),frandom(-1,1), false); @@ -902,7 +902,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); PB_SpawnCasing("PB_EmptyBrass", 19,-13,24,0,-frandom(3,6),frandom(-1,1), false); @@ -943,7 +943,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); PB_SpawnCasing("PB_EmptyBrass", 19,-13,24,0,-frandom(3,6),frandom(-1,1), false); @@ -983,7 +983,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_StartSound("weapons/minigun/chaingunmode/fire", CHAN_WEAPON, CHANF_OVERLAP); //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1010,7 +1010,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_StartSound("weapons/minigun/chaingunmode/fire", CHAN_WEAPON, CHANF_OVERLAP); //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1039,7 +1039,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_StartSound("weapons/minigun/chaingunmode/fire", CHAN_WEAPON, CHANF_OVERLAP); //A_FireBullets(4, 4, 1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1061,7 +1061,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun TNT1 A 0 A_GunFlash("FireGlow") //CHAG C 1 A_Overlay(3,"AmmoMeterOverlayFire") - TNT1 A 0 A_ReFire("Holding1_Chaingun") + TNT1 A 0 PB_ReFire("Holding1_Chaingun") TNT1 A 0 A_JumpIfInventory("Spin",1,"Ready2") //Stop firing chaingun @@ -1078,7 +1078,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); - A_ReFire("Hold_Chaingun"); + PB_ReFire("Hold_Chaingun"); } TNT1 A 0 { A_Overlay(9,"PostGlow"); @@ -1091,7 +1091,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); - A_Refire("Hold_Chaingun"); + PB_ReFire("Hold_Chaingun"); } TNT1 A 0 { A_Overlay(9,"PostGlow"); @@ -1104,7 +1104,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); - A_Refire("Hold_Chaingun"); + PB_ReFire("Hold_Chaingun"); } TNT1 A 0 { A_Overlay(9,"PostGlow"); @@ -1118,7 +1118,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); //A_ZoomFactor(0.98); - A_Refire("LateHolding_Chaingun"); + PB_ReFire("LateHolding_Chaingun"); } CHAG FF 1 { if (CountInv("MinigunUpgraded") == 1) {A_SetWeaponSprite("UCHG");} @@ -1127,7 +1127,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); //A_ZoomFactor(0.99); - A_Refire("LateHolding_Chaingun"); + PB_ReFire("LateHolding_Chaingun"); } TNT1 A 0 { A_Overlay(9,"PostGlow"); @@ -1142,7 +1142,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); //A_ZoomFactor(1.0); - A_Refire("LateHolding_Chaingun"); + PB_ReFire("LateHolding_Chaingun"); } CHAG HH 1 { if (CountInv("MinigunUpgraded") == 1) {A_SetWeaponSprite("UCHG");} @@ -1150,7 +1150,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} A_FireCustomMissile("SmokeSpawner11",0,0,0,0); - A_Refire("LateHolding_Chaingun"); + PB_ReFire("LateHolding_Chaingun"); } goto RealReady @@ -1177,7 +1177,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1193,7 +1193,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); //PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1208,7 +1208,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); //PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1224,7 +1224,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1240,7 +1240,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); //PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1255,7 +1255,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); //PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1271,7 +1271,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); //PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1287,7 +1287,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlay(3,"AmmoMeterOverlayFire"); //A_FireBullets(4, 3, -1, 10, "MachineGunBulletPuff", 1); A_TakeInventory("PB_HighCalMag",1); - A_FireProjectile("PB_556x45mmAP", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); PB_GunSmoke_Basic(0,0,2);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-3,"MuzzleFlash"); @@ -1296,7 +1296,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun PB_SpawnCasing("LMGBeltLink", 19,-13,24,0,-frandom(1,2),frandom(-3,3), false); A_Giveinventory("OverHeating",1); // //A_GunFlash; - A_ReFire("FiringFast"); + PB_ReFire("FiringFast"); } TNT1 A 0 { A_StopSound(1); @@ -1310,7 +1310,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun if (CountInv("MinigunUpgraded") == 1) {A_SetWeaponSprite("UCHG");} if (CountInv("MinigunUpgraded") == 1) {A_Overlay(4,"AmmoBeltIdle_Upgraded");} else {A_Overlay(4,"AmmoBeltIdle");} - A_ReFire("Fire2"); + PB_ReFire("Fire2"); A_FireCustomMissile("SmokeSpawner",0,0,0,0); } goto RealReady @@ -1379,9 +1379,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun PB_SpawnCasing("LMGBeltLink", 19,-19,24,0,-frandom(1,2),frandom(-3,3), false); //A_FireBullets(7, 7, 1, 9, "MachineGunBulletPuff"); //A_FireBullets(7, 7, 1, 9, "MachineGunBulletPuff"); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1399,9 +1399,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun //PB_SpawnCasing("PB_EmptyBrass", 19,-13,24,0,-frandom(3,6),frandom(-1,1), false); //A_FireBullets(7, 7, 0, 9, "MachineGunBulletPuff",0); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1424,9 +1424,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun PB_SpawnCasing("LMGBeltLink", 19,-19,24,0,-frandom(1,2),frandom(-3,3), false); //A_FireBullets(7, 7, 1, 9, "MachineGunBulletPuff"); //A_FireBullets(7, 7, 1, 9, "MachineGunBulletPuff"); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1445,9 +1445,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun //PB_SpawnCasing("PB_EmptyBrass", 19,-13,24,0,-frandom(3,6),frandom(-1,1), false); //A_FireBullets(7, 7, 0, 9, "MachineGunBulletPuff",0); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1470,9 +1470,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun //A_FireBullets(7, 7, 1, 9, "MachineGunBulletPuff"); PB_SpawnCasing("PB_EmptyBrass", 19,-19,24,0,-frandom(3,6),frandom(-1,1), false); PB_SpawnCasing("LMGBeltLink", 19,-19,24,0,-frandom(1,2),frandom(-3,3), false); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1488,9 +1488,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun PB_DynamicTail("lmg", "lmg"); //A_FireBullets(7, 7, 0, 9, "MachineGunBulletPuff",0); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1512,9 +1512,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun //A_FireBullets(7, 7, 1, 9, "MachineGunBulletPuff"); PB_SpawnCasing("PB_EmptyBrass", 19,-19,24,0,-frandom(3,6),frandom(-1,1), false); PB_SpawnCasing("LMGBeltLink", 19,-19,24,0,-frandom(1,2),frandom(-3,3), false); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1531,9 +1531,9 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun //A_FireBullets(7, 7, 0, 9, "MachineGunBulletPuff",0); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); - A_FireProjectile("PB_556x45mmAP", frandom(-1,1),0,0,0, FPF_NOAUTOAIM, frandom(-1,1)); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); + PB_FireBullets("PB_556x45mmAP", 1, 3, 0, 0, 3); A_TakeInventory("PB_HighCalMag",1); A_Overlay(3,"AmmoMeterOverlayIdle_DeathDealer"); A_Overlayoffset(3,-27,0,WOF_ADD); @@ -1545,7 +1545,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun PB_WeaponRecoil(-0.8,frandom(2.4, -2.4)); } - TNT1 A 0 A_ReFire("HoldingDeathDealer") + TNT1 A 0 PB_ReFire("HoldingDeathDealer") HoldingDeathDealer_Stop: TNT1 A 0 A_StopSound(1) TNT1 A 0 A_JumpIfInventory("Spin",1,"Ready2_DeathDealer") @@ -1560,7 +1560,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlayoffset(3,-27,0,WOF_ADD); A_Overlay(4,"AmmoBeltIdle_Upgraded"); A_OverlayOffset(4,22,0,WOF_ADD); - A_Refire("HoldDeathDealer"); + PB_ReFire("HoldDeathDealer"); } 8HAF B 1 { A_FireCustomMissile("SmokeSpawner11",0,0,0,0); @@ -1569,7 +1569,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlayoffset(3,-27,0,WOF_ADD); A_Overlay(4,"AmmoBeltIdle_Upgraded"); A_OverlayOffset(4,22,0,WOF_ADD); - A_Refire("HoldDeathDealer"); + PB_ReFire("HoldDeathDealer"); } 8HAF C 1 { A_FireCustomMissile("SmokeSpawner11",0,0,0,0); @@ -1578,7 +1578,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlayoffset(3,-27,0,WOF_ADD); A_Overlay(4,"AmmoBeltIdle_Upgraded"); A_OverlayOffset(4,22,0,WOF_ADD); - A_Refire("HoldDeathDealer"); + PB_ReFire("HoldDeathDealer"); } 8HAF D 1 { A_FireCustomMissile("SmokeSpawner11",0,0,0,0); @@ -1587,7 +1587,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlayoffset(3,-27,0,WOF_ADD); A_Overlay(4,"AmmoBeltIdle_Upgraded"); A_OverlayOffset(4,22,0,WOF_ADD); - A_Refire("HoldDeathDealer"); + PB_ReFire("HoldDeathDealer"); } 8HAF EEFFGGHH 1 { A_FireCustomMissile("SmokeSpawner11",0,0,0,0); @@ -1595,7 +1595,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlayoffset(3,-27,0,WOF_ADD); A_Overlay(4,"AmmoBeltIdle_Upgraded"); A_OverlayOffset(4,22,0,WOF_ADD); - A_Refire("HoldDeathDealer"); + PB_ReFire("HoldDeathDealer"); } 8HAF AABBCCDD 1 { A_FireCustomMissile("SmokeSpawner11",0,0,0,0); @@ -1603,7 +1603,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlayoffset(3,-27,0,WOF_ADD); A_Overlay(4,"AmmoBeltIdle_Upgraded"); A_OverlayOffset(4,22,0,WOF_ADD); - A_Refire("HoldDeathDealer"); + PB_ReFire("HoldDeathDealer"); } 8HAF EEEFFFGGGHHH 1 { A_FireCustomMissile("SmokeSpawner11",0,0,0,0); @@ -1611,7 +1611,7 @@ ACTOR PB_Minigun : PB_Weapon //Replaces Chaingun A_Overlayoffset(3,-27,0,WOF_ADD); A_Overlay(4,"AmmoBeltIdle_Upgraded"); A_OverlayOffset(4,22,0,WOF_ADD); - A_Refire("HoldDeathDealer"); + PB_ReFire("HoldDeathDealer"); } goto Ready3 diff --git a/actors/Weapons/Slot4/Nailgun.dec b/actors/Weapons/Slot4/Nailgun.dec index 6c2c192a46..6c0beb1cae 100644 --- a/actors/Weapons/Slot4/Nailgun.dec +++ b/actors/Weapons/Slot4/Nailgun.dec @@ -61,10 +61,10 @@ ACTOR PB_Nailgun : PB_Weapon +DONTGIB +WEAPON.NOAUTOAIM Inventory.PickupSound "CBOXPKUP" - Inventory.PickupMessage "UAC-240 Perforator Nailgun (Slot 5)" + Inventory.PickupMessage "MIXOM Perforator Nailgun (Slot 5)" Obituary "%o became a leaking piece of meat by %k's perforator nailgun" AttackSound "none" - Tag "UAC-240 Perforator Nailgun" + Tag "MIXOM Perforator Nailgun" Scale .46 Inventory.AltHUDIcon "NLMGF0" PB_WeaponBase.respectItem "RespectNailgun" @@ -530,7 +530,7 @@ ACTOR PB_Nailgun : PB_Weapon A_ZoomFactor(1.0); if (CountInv("NailgunOverHeating") >= 120 ) {A_SetWeaponSprite("N9N2");} } - TNT1 A 0 A_Refire("Hold") + TNT1 A 0 PB_ReFire("Hold") TNT1 A 0 A_StartSound("weapons/nailgun/fireStop",CHAN_WEAPON) N2N0 CDEF 1 { if (CountInv("NailgunOverHeating") >= 120 ) {A_SetWeaponSprite("N9N2");} @@ -558,7 +558,7 @@ ACTOR PB_Nailgun : PB_Weapon A_ZoomFactor(1.0); if (CountInv("NailgunOverHeating") >= 120 ) {A_SetWeaponSprite("N9N2");} } - TNT1 A 0 A_Refire("Hold") + TNT1 A 0 PB_ReFire("Hold") TNT1 A 0 A_StartSound("weapons/nailgun/fireStop",CHAN_WEAPON) N2N0 IJKL 1 { if (CountInv("NailgunOverHeating") >= 120 ) {A_SetWeaponSprite("N9N2");} @@ -610,7 +610,7 @@ ACTOR PB_Nailgun : PB_Weapon if (CountInv("NailgunOverHeating") >= 90 ) {A_SetWeaponSprite("N9N0");} if (CountInv("NailgunOverHeating") >= 120 ) {A_SetWeaponSprite("N9N1");} } - TNT1 A 0 A_Refire("Hold") + TNT1 A 0 PB_ReFire("Hold") TNT1 A 0 A_StartSound("weapons/nailgun/fireStop",CHAN_WEAPON) TNT1 A 0 A_OverlayRotate(1,0) N2N0 DEF 1 { @@ -648,7 +648,7 @@ ACTOR PB_Nailgun : PB_Weapon if (CountInv("NailgunOverHeating") >= 90 ) {A_SetWeaponSprite("N9N0");} if (CountInv("NailgunOverHeating") >= 120 ) {A_SetWeaponSprite("N9N1");} } - TNT1 A 0 A_Refire("Hold") + TNT1 A 0 PB_ReFire("Hold") TNT1 A 0 A_StartSound("weapons/nailgun/fireStop",CHAN_WEAPON) N2N0 JKL 1{ if (CountInv("NailgunOverHeating") >= 120 ) {A_SetWeaponSprite("N9N2");} diff --git a/actors/Weapons/Slot4/PBRIFLE.dec b/actors/Weapons/Slot4/PBRIFLE.dec index 146957733e..7e1d666ce6 100644 --- a/actors/Weapons/Slot4/PBRIFLE.dec +++ b/actors/Weapons/Slot4/PBRIFLE.dec @@ -224,6 +224,7 @@ ACTOR Rifle : PB_Weapon PB_WeaponBase.OffsetRecoilY 3 PB_WeaponBase.UsesWheel 0 PB_WeaponBase.WheelInfo "PB_RifleWheel" + PB_WeaponBase.TailPitch 0.5 States { @@ -659,14 +660,14 @@ ACTOR Rifle : PB_Weapon if (CountInv("DMRUpgraded") == 1) { A_SetOverlaySprite(10, "H7F4"); - A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-40,"DualLeftMuzzleFlashHandler_Upgraded"); PB_SpawnCasing("LMGCasingStandard", 22.5, -23, 20.5,3,frandom(5,6),random(8,9)); } else { - A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("ar", "ar"); + A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0); + PB_DynamicTail("lmg", "br"); A_Overlay(-40,"DualLeftMuzzleFlashHandler"); // PB_SpawnCasing("EmptyBrass",28,0,30,3,Frandom(5,8),Frandom(1,4)); PB_SpawnCasing("PB_EmptyBrass",26,-16,30,0,Frandom(5,8),Frandom(1,4)); @@ -674,11 +675,11 @@ ACTOR Rifle : PB_Weapon if(CountInv("DMRUpgraded") == 1) { - A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_762x51mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning("hdmr", "LeftRifleAmmo"); } else { - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning("default", "LeftRifleAmmo"); } @@ -725,14 +726,14 @@ ACTOR Rifle : PB_Weapon R2F5 A 1 BRIGHT { if (CountInv("DMRUpgraded") == 1) { A_SetOverlaySprite(11, "H7F5"); - A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("lmg", "lmg"); A_Overlay(-41,"DualRightMuzzleFlashHandler_Upgraded", true); PB_SpawnCasing("LMGCasingStandard", 22.5, 10, 20.5,3,frandom(6,7),random(8,9)); } else { - A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("ar", "ar"); + A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0); + PB_DynamicTail("lmg", "br"); A_Overlay(-41,"DualRightMuzzleFlashHandler", true); PB_SpawnCasing("PB_EmptyBrass",26,19,30,0,Frandom(5,8),Frandom(1,4)); } @@ -740,11 +741,11 @@ ACTOR Rifle : PB_Weapon if (CountInv("DMRUpgraded") == 1) { - A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_762x51mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning(hdmr); } else { - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning; } @@ -790,7 +791,7 @@ ACTOR Rifle : PB_Weapon TNT1 A 0 A_JumpIfInventory("SniperFiringCooldown", 1, "FireRight_Sniper_Cooldown") H7F7 A 1 BRIGHT { A_ZoomFactor(0.98); - A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("sniper", "sniper"); if(GetCvar("PB_alttracer") >=1) { @@ -850,7 +851,7 @@ ACTOR Rifle : PB_Weapon TNT1 A 0 A_JumpIfInventory("LeftSniperFiringCooldown", 1, "FireLeft_Sniper_Cooldown") H7F6 A 1 BRIGHT { A_ZoomFactor(0.98); - A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("sniper", "sniper"); PB_LowAmmoSoundWarning("sniper", "LeftRifleAmmo", 2); if(GetCvar("PB_alttracer") >=1) { @@ -1617,7 +1618,7 @@ ACTOR Rifle : PB_Weapon H1F4 FGHIJKLMNOPQRSTUV 1 { if (CountInv("HDMRSniperMode") == 1) {A_SetWeaponSprite("H4F5");} } - TNT1 A 0 A_ReFire("FireGrenade") + TNT1 A 0 PB_ReFire("FireGrenade") Goto Ready3 MuzzleFlashHandler: @@ -1757,7 +1758,7 @@ ACTOR Rifle : PB_Weapon A_SetWeaponSprite("H0F1"); - A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("lmg", "lmg"); @@ -1765,8 +1766,8 @@ ACTOR Rifle : PB_Weapon } else { A_Overlay(-40, "MuzzleFlashHandler"); - A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("ar", "ar"); + A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0); + PB_DynamicTail("lmg", "br"); PB_SpawnCasing("PB_EmptyBrass",26,2,28,0,Frandom(5,8),Frandom(1,4)); } @@ -1774,12 +1775,12 @@ ACTOR Rifle : PB_Weapon A_RailAttack(0, 0, 0, none,none, RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE, 0, none,0.1,0.1,700,0,1,1.0,"Tracer_Trail",-6,0,0); if (CountInv("DMRUpgraded") == 1) { - A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_762x51mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning(hdmr); PB_GunSmoke_CompensatorHDMR(0,0,0); } else { - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning; PB_GunSmoke(0,0,0); } @@ -1787,12 +1788,12 @@ ACTOR Rifle : PB_Weapon else { if (CountInv("DMRUpgraded") == 1) { - A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_762x51mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning(hdmr); PB_GunSmoke_CompensatorHDMR(0,0,0); } else { - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm",1, 1, 0, 0, 1); PB_LowAmmoSoundWarning; PB_GunSmoke(0,0,0); } @@ -1837,7 +1838,7 @@ ACTOR Rifle : PB_Weapon } A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOPRIMARY|WRF_NOBOB); } - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready3 SniperFireCooldown: @@ -1859,7 +1860,7 @@ ACTOR Rifle : PB_Weapon A_AlertMonsters; A_Overlay(-40, "BiggestMuzzleFlash"); //A_Overlay(-41, "SniperFireCooldown"); - A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("sniper", "sniper"); if(GetCvar("PB_alttracer") >=1) { @@ -1878,9 +1879,7 @@ ACTOR Rifle : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); - PB_GunSmoke(0,0,0); - PB_GunSmoke(0,0,0); - PB_GunSmoke(0,0,0); + PB_GunSmoke_CompensatorHDMR(0,0,0); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); PB_WeaponRecoil(-15.65,-0.22); } @@ -1905,7 +1904,7 @@ ACTOR Rifle : PB_Weapon A_AlertMonsters; // A_Overlay(-40, "BigFlashHandler"); A_Overlay(-41, "SniperFireCooldown"); - A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/rifle/sniperfire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("sniper", "sniper"); if(GetCvar("PB_alttracer") >=1) { @@ -1924,10 +1923,6 @@ ACTOR Rifle : PB_Weapon //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); - PB_GunSmoke(0,0,0); - PB_GunSmoke(0,0,0); - PB_GunSmoke(0,0,0); - A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); } H4F6 G 1 BRIGHT Offset(0,34){ @@ -1966,14 +1961,16 @@ ACTOR Rifle : PB_Weapon //A_Overlay(-4, "Reticle4"); //This is to show if the grenade launcher is loaded or not. It looks like the GL is not running currently with ADS A_Overlay(-5, "Reticle5"); A_Overlay(-6, "Reticle6"); - A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + A_StartSound("weapons/hdmr/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0); PB_DynamicTail("lmg", "lmg"); PB_SpawnCasing("LMGCasingStandard",26,2,28,0,Frandom(5,8),Frandom(1,4)); + PB_GunSmoke_CompensatorHDMR(0,0,0); } else { - A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); - PB_DynamicTail("ar", "ar"); + A_StartSound("weapons/rifle", CHAN_Weapon, CHANF_DEFAULT, 1.0); + PB_DynamicTail("lmg", "br"); PB_SpawnCasing("PB_EmptyBrass",28,0,30,3,Frandom(5,8),Frandom(1,4)); + PB_GunSmoke(0,0,0); } @@ -1982,28 +1979,27 @@ ACTOR Rifle : PB_Weapon A_RailAttack(0, 0, 0, none,none, RGF_SILENT|RGF_NOPIERCING|RGF_EXPLICITANGLE, 0, none,0.1,0.1,700,0,1,1.0,"Tracer_Trail",-6,0,0); if (CountInv("DMRUpgraded") == 1) { - A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_762x51mm",1, 0.1, 0, 0, 0.1); PB_LowAmmoSoundWarning(hdmr); } else { - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm",1, 0.1, 0, 0, 0.1); PB_LowAmmoSoundWarning; } } else { if (CountInv("DMRUpgraded") == 1) { - A_FireProjectile("PB_762x51mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_762x51mm",1, 0.1, 0, 0, 0.1); PB_LowAmmoSoundWarning(hdmr); } else { - A_FireProjectile("PB_556x45mm", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + PB_FireBullets("PB_556x45mm",1, 0.1, 0, 0, 0.1); PB_LowAmmoSoundWarning; } } A_AlertMonsters; A_Takeinventory("RifleAmmo",1); //A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 3, 0, 0); - PB_GunSmoke(0,0,0); A_FireCustomMissile("YellowFlareSpawn",0,0,0,0); A_ZoomFactor(2.485); A_Giveinventory("DMRBarrelHeat",10); diff --git a/actors/Weapons/Slot5/ROCKETLAUNCHER.dec b/actors/Weapons/Slot5/ROCKETLAUNCHER.dec index 65c4874537..c67ab19850 100644 --- a/actors/Weapons/Slot5/ROCKETLAUNCHER.dec +++ b/actors/Weapons/Slot5/ROCKETLAUNCHER.dec @@ -268,7 +268,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher +WEAPON.EXPLOSIVE +WEAPON.NOALERT Inventory.PickupMessage "UAC Guided Rocket Launcher (Slot 6)" - Tag "Rocket Launcher" + Tag "UAC-M10 Rocket Launcher" Inventory.AltHUDIcon "RKTLZ0" PB_WeaponBase.respectItem "RespectRocketLauncher" PB_WeaponBase.UsesWheel 1 @@ -602,6 +602,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher RL06 A 1 BRIGHT { A_StartSound("0SRFIRE"); + PB_DynamicTail("rpg", "rpg"); A_Overlay(-3,"MuzzleFlash"); A_OverlayPivotAlign(-3,PSPA_CENTER,PSPA_CENTER); A_OverlayRotate(-3,frandom(-255,255)); @@ -663,7 +664,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher } if (PB_GetCurrentRocketMode() == "Homing") {A_SetWeaponSprite("RL09");} } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire Goto Ready3 Firing_Normal_Single: TNT1 A 0 A_StartSound("weapons/rocket/innercycle", CHAN_AUTO, CHANF_OVERLAP) @@ -701,7 +702,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher A_SetWeaponSprite("RL34"); } } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire Goto Ready3 LockOn_LaserFlash: @@ -1032,6 +1033,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher TNT1 A 0 RL88 H 1 BRIGHT { A_StartSound("0SRFIRE"); + PB_DynamicTail("rpg", "rpg"); A_AlertMonsters; //A_ZoomFactor(0.980) A_FireCustomMissile("Alerter", 0, 0, 0, 0); @@ -1195,6 +1197,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher A_OverlayPivotAlign(-3,PSPA_CENTER,PSPA_CENTER); A_OverlayRotate(-3,frandom(-255,255)); A_StartSound("RLSHOT2"); + PB_DynamicTail("rpg", "rpg"); A_AlertMonsters; //A_ZoomFactor(0.980) A_FireCustomMissile("RedFlareSpawn",-5,0,0,0); @@ -1271,7 +1274,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher } if (PB_GetCurrentRocketMode() == "Homing") {A_SetWeaponSprite("RL09");} } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire Goto Ready3 Firing_Normal_Double: TNT1 A 0 A_StartSound("weapons/rocket/innercycle", CHAN_AUTO, CHANF_OVERLAP) @@ -1309,7 +1312,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher A_SetWeaponSprite("RL34"); } } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire Goto Ready3 LoadRocket_Triple: @@ -1371,6 +1374,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher A_OverlayPivotAlign(-3,PSPA_CENTER,PSPA_CENTER); A_OverlayRotate(-3,frandom(-255,255)); A_StartSound("RLSHOT2"); + PB_DynamicTail("rpg", "rpg"); A_AlertMonsters; //A_ZoomFactor(0.980) A_FireCustomMissile("RedFlareSpawn",-5,0,0,0); @@ -1451,7 +1455,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher } if (PB_GetCurrentRocketMode() == "Homing") {A_SetWeaponSprite("RL09");} } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire Goto Ready3 Firing_Normal_Triple: TNT1 A 0 A_StartSound("weapons/rocket/innercycle", CHAN_AUTO, CHANF_OVERLAP) @@ -1489,7 +1493,7 @@ ACTOR PB_RocketLauncher : PB_Weapon// replaces RocketLauncher A_SetWeaponSprite("RL34"); } } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire Goto Ready3 Reload: diff --git a/actors/Weapons/Slot5/SUPERGL.dec b/actors/Weapons/Slot5/SUPERGL.dec index 4ccf2fd9f0..72f146a33f 100644 --- a/actors/Weapons/Slot5/SUPERGL.dec +++ b/actors/Weapons/Slot5/SUPERGL.dec @@ -93,7 +93,7 @@ ACTOR PB_SuperGL: PB_Weapon +WEAPON.NOAUTOFIRE +FLOORCLIP Inventory.PickupMessage "UAC-MGL Automatic Grenade Launcher (Slot 6)" - Tag "Super Grenade Launcher" + Tag "UAC-M7 Super Grenade Launcher" Inventory.AltHUDIcon "SGL0Z0" PB_WeaponBase.respectItem "RespectSGL" PB_WeaponBase.UsesWheel 1 @@ -632,7 +632,7 @@ ACTOR PB_SuperGL: PB_Weapon if (A_GetCurrentGrenadeType() == "Acid") {A_SetWeaponSprite("SL22");} if (A_GetCurrentGrenadeType() == "Incendiary") {A_SetWeaponSprite("SL32");} if (A_GetCurrentGrenadeType() == "Cryo") {A_SetWeaponSprite("SL42");} - A_Refire; + PB_ReFire; } Goto Ready3 diff --git a/actors/Weapons/Slot6/DUALPULSECANNON.dec b/actors/Weapons/Slot6/DUALPULSECANNON.dec index 60e73c4e79..15e356499a 100644 --- a/actors/Weapons/Slot6/DUALPULSECANNON.dec +++ b/actors/Weapons/Slot6/DUALPULSECANNON.dec @@ -190,7 +190,7 @@ ACTOR PB_DualPulseCannons: PB_DualWeapon TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 //A_WeaponReady(WRF_NOPRIMARY) DPC1 C 1 A_WeaponReady//(WRF_NOPRIMARY) - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire DPC1 D 1 Goto ReadyToFire @@ -215,7 +215,7 @@ ACTOR PB_DualPulseCannons: PB_DualWeapon TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 //A_WeaponReady(WRF_NOPRIMARY) DPC2 C 1 A_WeaponReady//(WRF_NOPRIMARY) - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire DPC2 D 1 Goto ReadyToFire @@ -284,10 +284,10 @@ ACTOR PB_DualPulseCannons: PB_DualWeapon TNT1 AAAAAAAAAA 0 - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready TNT1 AAAA 0 - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready Unload: @@ -331,10 +331,10 @@ ACTOR PB_DualPulseCannons: PB_DualWeapon TNT1 A 0 A_Giveinventory("PB_Cell",1) Goto RemoveBullets TNT1 AAAAAAAAAA 0 - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready TNT1 AAAA 0 - TNT1 A 0 A_Refire + TNT1 A 0 PB_ReFire Goto Ready FlashPunching: diff --git a/actors/Weapons/Slot6/M2PLASMA.dec b/actors/Weapons/Slot6/M2PLASMA.dec index 7e6da09a9f..d7099b08f5 100644 --- a/actors/Weapons/Slot6/M2PLASMA.dec +++ b/actors/Weapons/Slot6/M2PLASMA.dec @@ -383,6 +383,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 M234 A 1 BRIGHT { A_FireCustomMissile("HeavyPlasmaBall",0,0,-6,-2); A_PlaySoundEx("m2plasma", "Weapon"); + A_AlertMonsters; A_Zoomfactor(0.98); PB_GunSmoke(6,0,0);//A_FireCustomMissile("GunFireSmoke", 0, 0, -6, -1, 0, 0); @@ -441,6 +442,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 M233 A 1 BRIGHT { A_FireCustomMissile("HeavyPlasmaBall",0,0,6,-2); A_PlaySoundEx("m2plasma", "Weapon"); + A_AlertMonsters; A_Zoomfactor(0.98); PB_GunSmoke(-6,0,0);//A_FireCustomMissile("GunFireSmoke", 0, 0, 6, -1, 0, 0); @@ -619,6 +621,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 if (CountInv("HasLightningGunUpgrade") >= 1 ) { A_SetWeaponSprite("PR2F");} A_FireCustomMissile("HeavyPlasmaBall",0,1,0,-1); A_PlaySoundEx("m2plasma", "Weapon"); + A_Zoomfactor(0.98); PB_GunSmoke(0,0,0);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); A_FireCustomMissile("BlueFlareSpawn",-5,0,0,0); @@ -649,7 +652,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 PR2G A 0 A_JumpIfInventory("HasLightningGunUpgrade",1,2) M210 A 0 "####" AAA 1 A_DoPBWeaponAction(WRF_ALLOWRELOAD) - "####" A 0 A_ReFire + "####" A 0 PB_ReFire Goto Ready3 FireLightningGun1: @@ -695,7 +698,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 } TNT1 A 0 A_JumpIfInventory("M2PlasmaAmmo",1,1) Goto Reload - PR1F B 1 BRIGHT A_ReFire("LightningGunLoop") + PR1F B 1 BRIGHT PB_ReFire("LightningGunLoop") TNT1 A 0 { A_StopSound(7); A_PlaySound("LGEnd1", 9, 1); @@ -742,7 +745,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 PR1F D 1 BRIGHT A_Zoomfactor(0.99) PR1F D 1 BRIGHT A_Zoomfactor(1.0) PR1F EEFF 1 BRIGHT - "####" A 0 A_ReFire("FireStunBomb") + "####" A 0 PB_ReFire("FireStunBomb") Goto ReallyReady2 NoFireStun: @@ -812,7 +815,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_Zoomfactor(1.0); A_SetRoll(roll-0.6, SPF_INTERPOLATE); } - "####" A 0 A_ReFire("AltFire") + "####" A 0 PB_ReFire("AltFire") Goto ready3 //////////////////////////// @@ -882,7 +885,7 @@ ACTOR PB_M2Plasma : PB_Weapon //12222 A_Zoomfactor(1.0); A_SetRoll(roll-0.6, SPF_INTERPOLATE); } - "####" A 0 A_ReFire("AltFire") + "####" A 0 PB_ReFire("AltFire") Goto ready3 CheckLightningReload: diff --git a/actors/Weapons/Slot6/PLASMA.dec b/actors/Weapons/Slot6/PLASMA.dec index c7ade4c0cd..6f694dba07 100644 --- a/actors/Weapons/Slot6/PLASMA.dec +++ b/actors/Weapons/Slot6/PLASMA.dec @@ -523,6 +523,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle PB_FireOffset; A_AlertMonsters; A_StartSound("PLSM9", CHAN_WEAPON, CHANF_OVERLAP); + A_FireCustomMissile("Plasma_Ball", 0, 1, 0, 0); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); PB_GunSmoke(0,0,0);//A_FireCustomMissile("GunFireSmoke", 0, 0, 0, 0, 0, 0); @@ -543,7 +544,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle PB_FireOffset; PB_WeaponRecoil(-0.24,+0.06); } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire TNT1 A 0 A_JumpIf(GetCvar("pb_nocooldown"), "Ready3") TNT1 A 0 A_PlaySoundEx("weapons/plasma/startup", "Auto") TNT1 A 0 { @@ -615,7 +616,7 @@ ACTOR PB_M1Plasma : PB_Weapon //Replaces PlasmaRifle if(JustPressed(BT_RELOAD)){return state ("DeCharge");} return state (""); } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire PLSG I 1 BRIGHT { A_StopSound(CHAN_6); A_StartSound("PLSULT", CHAN_WEAPON); diff --git a/actors/Weapons/Slot6/PulseCannon.dec b/actors/Weapons/Slot6/PulseCannon.dec index df94686fac..2d151dfe89 100644 --- a/actors/Weapons/Slot6/PulseCannon.dec +++ b/actors/Weapons/Slot6/PulseCannon.dec @@ -227,7 +227,7 @@ ACTOR PB_PulseCannon : PB_M1Plasma TNT1 A 0 A_Takeinventory("PulseCannonAmmo",1) DPR2 D 0 A_TakeInventory("RightPulseCannonAmmo", 1) TNT1 A 0 A_TakeInventory("DoublePulseCannonAmmo", 1) - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 A_JumpIf(GetCvar("pb_nocooldown"), "Ready3") TNT1 A 0 A_PlaySound("PLSCOOL",1) @@ -268,7 +268,7 @@ ACTOR PB_PulseCannon : PB_M1Plasma if(JustPressed(BT_RELOAD)){return state ("DeCharge");} return state (""); } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire AltHold: TNT1 A 0 A_PlaySound("PLSFULL", 7,1,1) TNT1 A 0 A_SpawnItem("PlasmaGauntlet", 0, 1, 0, 0) @@ -285,7 +285,7 @@ ACTOR PB_PulseCannon : PB_M1Plasma } return state (""); } - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire TNT1 A 0 A_StopSound(7) PZCF A 2 BRIGHT A_Recoil(1) diff --git a/actors/Weapons/Slot7/CRYORIFLE.dec b/actors/Weapons/Slot7/CRYORIFLE.dec index 4ddfb1748e..75a53eda0d 100644 --- a/actors/Weapons/Slot7/CRYORIFLE.dec +++ b/actors/Weapons/Slot7/CRYORIFLE.dec @@ -227,9 +227,9 @@ Actor PB_CryoRifle: PB_Weapon CancelModeSwap: TNT1 A 0 { A_Print("Fire Mode Already Selected"); - A_SetInventory("FireModeCryoRifleMissile_WW", 0); - A_SetInventory("FireModeCryoRifleBeam_WW", 0); - A_SetInventory("FireModeCryoRifleSpear_WW", 0); + A_SetInventory("FireModeCryoRifleMissile_WW", 0); + A_SetInventory("FireModeCryoRifleBeam_WW", 0); + A_SetInventory("FireModeCryoRifleSpear_WW", 0); A_SetInventory("FireModeCryoRifleFlak_WW", 0); } Goto Ready3 @@ -335,7 +335,7 @@ Actor PB_CryoRifle: PB_Weapon if (CountInv("FireModeCryoRifleMissile") == 1 && CountInv("CryoRifleAmmo") < 5) { return state("EndMissile"); } - A_Refire("HoldMissile"); + PB_ReFire("HoldMissile"); A_Startsound("weapons/CryoRifle/powerdown", CHAN_AUTO, CHANF_OVERLAP); return state(""); } @@ -375,7 +375,7 @@ Actor PB_CryoRifle: PB_Weapon } TNT1 A 0 { A_Takeinventory("CryoRifleAmmo",1); - A_Refire ("HoldBeam"); + PB_ReFire ("HoldBeam"); } EndBeam: TNT1 A 0 { @@ -507,7 +507,7 @@ Actor PB_CryoRifle: PB_Weapon return state(""); } TNT1 A 0 { - A_Refire("AltHoldMissile"); + PB_ReFire("AltHoldMissile"); A_Startsound("weapons/CryoRifle/powerdown", CHAN_AUTO, CHANF_OVERLAP); return state(""); } diff --git a/actors/Weapons/Slot7/RAILGUN.dec b/actors/Weapons/Slot7/RAILGUN.dec index 0de71d9c33..48d20072cf 100644 --- a/actors/Weapons/Slot7/RAILGUN.dec +++ b/actors/Weapons/Slot7/RAILGUN.dec @@ -513,6 +513,7 @@ ACTOR PB_Railgun : PB_Weapon FireRailgun: R026 A 1 BRIGHT { A_StartSound("weapons/railgf", CHAN_WEAPON); + PB_DynamicTail("sniper", "sniper"); A_AlertMonsters; A_Takeinventory("RailgunAmmo",12); A_GiveInventory("RailgunCooldown", 25); @@ -857,6 +858,7 @@ ACTOR PB_Railgun : PB_Weapon R026 AA 0 R038 C 1 BRIGHT { A_StartSound("weapons/railgf", CHAN_WEAPON); + PB_DynamicTail("sniper", "sniper"); A_AlertMonsters; A_Takeinventory("RailgunAmmo",12); A_FireCustomMissile("RailgunWallPenetrationHitscan", 0, 0, -1, 0, 0, 0); diff --git a/actors/Weapons/Slot8/BFGMKIV.dec b/actors/Weapons/Slot8/BFGMKIV.dec index e6454625c0..255251bf4b 100644 --- a/actors/Weapons/Slot8/BFGMKIV.dec +++ b/actors/Weapons/Slot8/BFGMKIV.dec @@ -118,7 +118,7 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower Wait Select: - TNT1 A 0 + TNT1 A 0 TNT1 A 0 PB_ResetBarrelTokens Goto SelectFirstPersonLegs SelectContinue: @@ -373,7 +373,7 @@ ACTOR PB_BFG9000: PB_Weapon //Replaces BFG9000 TNT1 A 0 { A_StartSound("Leech/Fire", CHAN_WEAPON, CHANF_LOOPING); } - TNT1 A 0 A_Refire("BeamLoop") + TNT1 A 0 PB_ReFire("BeamLoop") AltHoldStop: TNT1 A 0 { A_StopSound(CHAN_WEAPON); diff --git a/actors/Weapons/Slot9/DemonTech.dec b/actors/Weapons/Slot9/DemonTech.dec index 0973c9dc2d..4f4643f505 100644 --- a/actors/Weapons/Slot9/DemonTech.dec +++ b/actors/Weapons/Slot9/DemonTech.dec @@ -283,7 +283,7 @@ ACTOR Hell_rifle : PB_Weapon } D3T0 C 1 A_ZoomFactor(1.0) D3T0 D 1 - TNT1 A 0 A_ReFire + TNT1 A 0 PB_ReFire TNT1 A 0 A_PlaySoundEx("HRSteam", "Auto") D3T0 EFGHIJKLMNOPQRS 1 TNT1 A 0 A_SetInventory("HasIncendiaryWeapon",0) @@ -311,7 +311,7 @@ ACTOR Hell_rifle : PB_Weapon } D3T1 C 1 A_ZoomFactor(1.0) D3T1 D 1 - D2T1 E 0 A_ReFire + D2T1 E 0 PB_ReFire TNT1 A 0 A_PlaySoundEx("HRSteam", "Auto") D3T1 EFGHIJKLMNOPQRS 1 Goto ReadyToFire2 @@ -407,7 +407,7 @@ ACTOR Hell_rifle : PB_Weapon A_WeaponOffset(random(-1,1),random(32,34)); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); } - TNT1 A 0 A_ReFire("AltFire") + TNT1 A 0 PB_ReFire("AltFire") TNT1 A 0 A_PlaySoundEx("unmbal", "Weapon") TNT1 A 0 A_FireCustomMissile("RedFlareSpawn",0,0,0,0) TNT1 A 0 A_FireCustomMissile("PossessionGhost") @@ -420,7 +420,7 @@ ACTOR Hell_rifle : PB_Weapon D3T0 EFGHIJKLNOPQRS 1 Goto ReadyToFire1 - Reload: + Reload: TNT1 A 0 A_ClearReFire TNT1 A 0 A_JumpIfInventory ("GrabbedBarrel", 1, "IdleBarrel") TNT1 A 0 A_JumpIfInventory ("GrabbedFlameBarrel", 1, "IdleFlameBarrel") @@ -556,7 +556,7 @@ ACTOR Hell_rifle : PB_Weapon A_WeaponOffSet(random(-1,1), random(32,34)); A_FireCustomMissile("ShakeYourAssMinor", 0, 0, 0, 0); } - TNT1 A 0 A_Refire("CausticChargingLoop") + TNT1 A 0 PB_ReFire("CausticChargingLoop") Goto CausticChargedBlast CausticChargedBlast: diff --git a/actors/Weapons/Slot9/Flamethrower.dec b/actors/Weapons/Slot9/Flamethrower.dec index e9e06277cd..10e9dbe727 100644 --- a/actors/Weapons/Slot9/Flamethrower.dec +++ b/actors/Weapons/Slot9/Flamethrower.dec @@ -879,7 +879,7 @@ ACTOR PB_Flamethrower : PB_Weapon } TNT1 A 0 A_TakeInventory("FlamerAmmo", 3) TNT1 A 0 A_StartSound("weapons/flamethrower/loop", CHAN_WEAPON, CHANF_LOOPING) - TNT1 A 0 A_ReFire("FireContinue") + TNT1 A 0 PB_ReFire("FireContinue") FireStop: TNT1 A 0 { A_StopSound(CHAN_WEAPON); @@ -920,7 +920,7 @@ ACTOR PB_Flamethrower : PB_Weapon A_StartSound("weapons/flamethrower/acidloop", CHAN_WEAPON, CHANF_LOOPING, 0.5 ); A_StartSound("weapons/flamethrower/acidsprayloop", CHAN_5, CHANF_LOOPING , 1.0 ); } - "####" A 0 A_ReFire("FireContinueNuke") + "####" A 0 PB_ReFire("FireContinueNuke") TNT1 A 0 { A_StopSound(CHAN_5); A_StopSound(CHAN_WEAPON); @@ -968,7 +968,7 @@ ACTOR PB_Flamethrower : PB_Weapon } TNT1 A 0 A_TakeInventory("PB_Fuel", 3) TNT1 A 0 A_StartSound("weapons/flamethrower/loop", CHAN_WEAPON, CHANF_LOOPING) - TNT1 A 0 A_ReFire("FireUpgradedContinue") + TNT1 A 0 PB_ReFire("FireUpgradedContinue") FireUpgradedStop: TNT1 A 0 { A_StopSound(CHAN_WEAPON); @@ -1012,7 +1012,7 @@ ACTOR PB_Flamethrower : PB_Weapon A_StartSound("weapons/flamethrower/acidloop", CHAN_WEAPON, CHANF_LOOPING, 0.5 ); A_StartSound("weapons/flamethrower/acidsprayloop", CHAN_5, CHANF_LOOPING , 1.0 ); } - "####" A 0 A_ReFire("FireContinueNukeUpgraded") + "####" A 0 PB_ReFire("FireContinueNukeUpgraded") FLN1 H 1 BRIGHT { A_StopSound(CHAN_5); A_StopSound(CHAN_WEAPON); @@ -1110,7 +1110,7 @@ ACTOR PB_Flamethrower : PB_Weapon "####" FGH 1 FRR1 A 0 A_JumpIfInventory("FlamerUpgraded", 1, 2) FRR2 A 0 - "####" D 2 A_Refire("AltFireNuke") + "####" D 2 PB_ReFire("AltFireNuke") Goto Ready3 NoOverlay: diff --git a/actors/Weapons/Slot9/Unmaker.dec b/actors/Weapons/Slot9/Unmaker.dec index 5ba56cd1b8..afe466039e 100644 --- a/actors/Weapons/Slot9/Unmaker.dec +++ b/actors/Weapons/Slot9/Unmaker.dec @@ -174,7 +174,7 @@ ACTOR PB_Unmaker : PB_Weapon Goto ReadyToFire2+1 - Select: + Select: TNT1 A 0 TNT1 A 0 PB_ResetBarrelTokens TNT1 A 0 { @@ -498,7 +498,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire2") + TNT1 A 0 PB_ReFire("Fire2") Goto StopPrimary Fire2: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -511,7 +511,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire3") + TNT1 A 0 PB_ReFire("Fire3") Goto StopPrimary Fire3: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -524,7 +524,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire4") + TNT1 A 0 PB_ReFire("Fire4") Goto StopPrimary Fire4: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -537,7 +537,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire5") + TNT1 A 0 PB_ReFire("Fire5") Goto StopPrimary Fire5: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -550,7 +550,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire6") + TNT1 A 0 PB_ReFire("Fire6") Goto StopPrimary Fire6: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -568,7 +568,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire7") + TNT1 A 0 PB_ReFire("Fire7") Goto StopPrimary Fire7: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -581,7 +581,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire8") + TNT1 A 0 PB_ReFire("Fire8") Goto StopPrimary Fire8: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -594,7 +594,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire9") + TNT1 A 0 PB_ReFire("Fire9") Goto StopPrimary Fire9: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -607,7 +607,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire10") + TNT1 A 0 PB_ReFire("Fire10") Goto StopPrimary Fire10: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopPrimary") @@ -620,7 +620,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("Fire1") + TNT1 A 0 PB_ReFire("Fire1") StopPrimary: TNT1 A 0 TNT1 A 0 A_StopSOund(1) @@ -679,7 +679,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire2") + TNT1 A 0 PB_ReFire("OCFire2") Goto OverchargeStopPrimary OCFire2: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -694,7 +694,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire3") + TNT1 A 0 PB_ReFire("OCFire3") Goto OverchargeStopPrimary OCFire3: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -708,7 +708,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire4") + TNT1 A 0 PB_ReFire("OCFire4") Goto OverchargeStopPrimary OCFire4: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -723,7 +723,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire5") + TNT1 A 0 PB_ReFire("OCFire5") Goto OverchargeStopPrimary OCFire5: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -739,7 +739,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire6") + TNT1 A 0 PB_ReFire("OCFire6") Goto OverchargeStopPrimary OCFire6: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -757,7 +757,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire7") + TNT1 A 0 PB_ReFire("OCFire7") Goto OverchargeStopPrimary OCFire7: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -773,7 +773,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire8") + TNT1 A 0 PB_ReFire("OCFire8") Goto OverchargeStopPrimary OCFire8: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -788,7 +788,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire9") + TNT1 A 0 PB_ReFire("OCFire9") Goto OverchargeStopPrimary OCFire9: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "OverchargeStopPrimary") @@ -802,7 +802,7 @@ SwitchToNormal: A_TakeInventory("PB_DTech", 1); PB_WeaponRecoil(-0.7,random(1, -1)); } - TNT1 A 0 A_Refire("OCFire1") + TNT1 A 0 PB_ReFire("OCFire1") OverchargeStopPrimary: TNT1 A 0 { A_StopSOund(1); @@ -835,7 +835,7 @@ SwitchToNormal: UNHR NN 1 BRIGHT TNT1 A 0 PB_WeaponRecoil(-0.5,random(1, -1)) UNHR OOOOOKKKLL 1 BRIGHT - TNT1 A 0 A_Refire("Althold2") + TNT1 A 0 PB_ReFire("Althold2") Goto StopDoomSeeker Althold2: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopDoomSeeker") @@ -844,7 +844,7 @@ SwitchToNormal: UNHR NN 1 BRIGHT TNT1 A 0 PB_WeaponRecoil(-0.5,random(1, -1)) UNHR OOOOOKKLL 1 BRIGHT - TNT1 A 0 A_Refire("Althold3") + TNT1 A 0 PB_ReFire("Althold3") Goto StopDoomSeeker Althold3: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopDoomSeeker") @@ -853,7 +853,7 @@ SwitchToNormal: UNHR NN 1 BRIGHT TNT1 A 0 PB_WeaponRecoil(-0.5,random(1, -1)) UNHR OOOOKKL 1 BRIGHT - TNT1 A 0 A_Refire("Althold4") + TNT1 A 0 PB_ReFire("Althold4") Goto StopDoomSeeker Althold4: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopDoomSeeker") @@ -862,7 +862,7 @@ SwitchToNormal: UNHR NN 1 BRIGHT TNT1 A 0 PB_WeaponRecoil(-0.5,random(1, -1)) UNHR OOOKKL 1 BRIGHT - TNT1 A 0 A_Refire("Althold5") + TNT1 A 0 PB_ReFire("Althold5") Goto StopDoomSeeker Althold5: TNT1 A 0 A_JumpIf(CountInv("PB_DTech") < 1, "StopDoomSeeker") @@ -871,7 +871,7 @@ SwitchToNormal: UNHR N 1 BRIGHT TNT1 A 0 PB_WeaponRecoil(-0.5,random(1, -1)) UNHR OOKL 1 BRIGHT - TNT1 A 0 A_Refire("Althold5") + TNT1 A 0 PB_ReFire("Althold5") StopDoomSeeker: UNHF DCBA 1 Goto Ready3 @@ -901,7 +901,7 @@ OverchargeAltfire: if(JustPressed(BT_RELOAD)){return state ("RunOut");} return state (""); } - TNT1 A 0 A_ReFire("OverchargeAltHold") + TNT1 A 0 PB_ReFire("OverchargeAltHold") TNT1 A 0 A_PlaySOund("UNMFLY1", 3) TNT1 A 0 A_Playsound("UNOCFIR2", 5) //TNT1 A 0 A_PlaySOund("UNMSTO", 1) diff --git a/brightmaps/WEAPONS/Slot 2/SMG/A1F1E0.png b/brightmaps/WEAPONS/Slot 2/SMG/A1F1E0.png new file mode 100644 index 0000000000..4cd17ce7db Binary files /dev/null and b/brightmaps/WEAPONS/Slot 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a/brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1S3G0.png b/brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1S3G0.png new file mode 100644 index 0000000000..3d2ceb15c5 Binary files /dev/null and b/brightmaps/WEAPONS/Slot 2/SMG/Zoom/Fire/A1S3G0.png differ diff --git a/filter/NOTE b/filter/NOTE new file mode 100644 index 0000000000..dee149f116 --- /dev/null +++ b/filter/NOTE @@ -0,0 +1,9 @@ +This filter system can be used to implement compatability for HeXen, Heretic, +and Strife, but the ZDooM wiki says it should also support the following: +- Blasphemer +- Action DooM 2: Urban Brawl +- HacX +- Harmony +- Adventures of Square +- Delaweare +- Shadow of the Woolball \ No newline at end of file diff --git a/filter/chex/ACTORS/REPLACERS/ItemReplace.dec b/filter/chex/ACTORS/REPLACERS/ItemReplace.dec new file mode 100644 index 0000000000..babca32aa3 --- /dev/null +++ b/filter/chex/ACTORS/REPLACERS/ItemReplace.dec @@ -0,0 +1,167 @@ +//health + +actor GlassOfWatertoHealthBonus Replaces GlassOfWater +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("HealthBonus") + Stop + } +} + +actor SuperchargeBreakfasttoSpheres Replaces SuperchargeBreakfast +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("HealthSpheres") + Stop + } +} + +actor HealthSpheres : Randomspawner + { + DropItem "Soulsphere", 255, 65 + DropItem "Megasphere", 255, 30 + Dropitem "InvulnerabilitySphere", 255, 5 + } + +actor BowlOfVegetablestoMedikit Replaces BowlOfVegetables +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Medikit") + Stop + } +} + +actor BowlOfFruittoStimpack Replaces BowlOfFruit +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Stimpack") + Stop + } +} + + +//armour + + +actor SlimeRepellenttoArmorBonus Replaces SlimeRepellent +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("ArmorBonus") + Stop + } +} + +actor ChexArmortoGreenArmor Replaces ChexArmor +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("GreenArmor") + Stop + } +} + +actor SuperChexArmortoBlueArmor Replaces SuperChexArmor +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("BlueArmor") + Stop + } +} + + +//Powerups + + +actor ComputerAreaMaptoAllmap Replaces ComputerAreaMap +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Allmap") + Stop + } +} + +actor UltraGogglestoInfrared Replaces UltraGoggles +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("visionstuff") + Stop + } +} + +actor visionstuff : Randomspawner + { + DropItem "Infrared", 255, 50 + DropItem "BlurSphere", 255, 50 + } + +actor SlimeProofSuittoRadSuit Replaces SlimeProofSuit +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("RadSuit") + Stop + } +} + +//Keys + +actor ChexRedSkullReplace Replaces RedFlemKey +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("PB_ChexRedSkull") + Stop + } +} + +actor ChexBlueSkullReplace Replaces BlueFlemKey +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("PB_ChexBlueSkull") + Stop + } +} + +actor ChexYellowSkullReplace Replaces YellowFlemKey +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("PB_ChexYellowSkull") + Stop + } +} \ No newline at end of file diff --git a/filter/chex/ACTORS/REPLACERS/MonReplace.dec b/filter/chex/ACTORS/REPLACERS/MonReplace.dec new file mode 100644 index 0000000000..83eab1cb02 --- /dev/null +++ b/filter/chex/ACTORS/REPLACERS/MonReplace.dec @@ -0,0 +1,152 @@ +//Monsters + + +actor FlemoidusCommonusReplacer Replaces FlemoidusCommonus +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Zombieman") + Stop + } +} + + +actor FlemoidusBipedicusReplacer Replaces FlemoidusBipedicus +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("ShotgunGuy") + Stop + } +} + +actor ArmoredFlemoidusBipedicusReplacer Replaces ArmoredFlemoidusBipedicus +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("DoomImp") + Stop + } +} + +actor FlemoidusCycloptisCommonusReplacer : Randomspawner Replaces FlemoidusCycloptisCommonus +{ + DropItem "Demon", 255, 80 + DropItem "Spectre", 255, 20 +} + + +actor FlembraneReplacer Replaces Flembrane +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("BaronOfHell") + Stop + } +} + +actor ChexSoulReplacer Replaces ChexSoul +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("LostSoul") + Stop + } +} + + +// Chex3 stuff + + +actor LarvaReplacer Replaces Larva +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Demon") + Stop + } +} + +actor FlemoidusCycloptisCommonusV3Replacer : Randomspawner Replaces FlemoidusCycloptisCommonusV3 +{ + DropItem "Demon", 255, 80 + DropItem "Spectre", 255, 20 +} + + +actor QuadrumpusReplacer : Randomspawner Replaces Quadrumpus +{ + DropItem "CacoDemon", 255, 80 + DropItem "Fatso", 255, 10 + DropItem "Revenant", 255, 10 +} + +actor SuperCycloptisReplacer : Randomspawner Replaces SuperCycloptis +{ + DropItem "CacoDemon", 255, 90 + DropItem "PainElemental", 255, 10 +} + +actor FlemMinekReplacer Replaces FlemMine +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("LostSoul") + Stop + } +} + +actor FlemoidusStridicusReplacer : Randomspawner Replaces FlemoidusStridicus +{ + DropItem "HellKnight", 255, 95 + DropItem "Archvile", 255, 5 +} + +actor FlembraneV3Replacer Replaces FlembraneV3 +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("BaronOfHell") + Stop + } +} + +actor Snotfolusreplacer Replaces Snotfolus +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("CyberDemon") + Stop + } +} + +actor Flembominationreplacer Replaces Flembomination +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("SpiderMastermind") + Stop + } +} + + diff --git a/filter/chex/ACTORS/REPLACERS/WeaponReplace.dec b/filter/chex/ACTORS/REPLACERS/WeaponReplace.dec new file mode 100644 index 0000000000..dc1904d7e7 --- /dev/null +++ b/filter/chex/ACTORS/REPLACERS/WeaponReplace.dec @@ -0,0 +1,188 @@ +//weapons + +actor SuperBootsporktoChainsaw Replaces SuperBootspork +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Chainsaw") + Stop + } +} + +actor MiniZorchertoPistol Replaces MiniZorcher +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Pistol") + Stop + } +} + +actor LargeZorchertoShotgun Replaces LargeZorcher +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Shotgun") + Stop + } +} + +actor SuperLargeZorcherToSSG Replaces SuperLargeZorcher +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("SuperShotgun") + Stop + } +} + +actor RapidZorchertoChaingun : RandomSpawner Replaces RapidZorcher +{ + DropItem "Chaingun", 255, 1 + DropItem "PB_ChexRifle", 255, 1 +} + +actor ZorchPropulsortoRocketLauncher Replaces ZorchPropulsor +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("RocketLauncher") + Stop + } +} + +actor PhasingZorchertoPlasmaRifle Replaces PhasingZorcher +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("PlasmaRifle") + Stop + } +} + +actor LAZDevicetoBFG9000 Replaces LAZDevice +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("BFG9000") + Stop + } +} + +//ammo + + +actor MiniZorchRechargetoClip Replaces MiniZorchRecharge +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Clip") + Stop + } +} + +actor MiniZorchPacktoClipBox Replaces MiniZorchPack +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("ClipBox") + Stop + } +} + +actor LargeZorchRechargetoShell Replaces LargeZorchRecharge +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Shell") + Stop + } +} + +actor LargeZorchPacktoShellbox Replaces LargeZorchPack +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("ShellBox") + Stop + } +} + +actor PropulsorZorchtoRocket Replaces PropulsorZorch +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("RocketAmmo") + Stop + } +} + +actor PropulsorZorchPacktoRocketBox Replaces PropulsorZorchPack +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("RocketBox") + Stop + } +} + +actor PhasingZorchtoCell Replaces PhasingZorch +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Cell") + Stop + } +} + +actor PhasingZorchPacktoCellPack Replaces PhasingZorchPack +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("CellPack") + Stop + } +} + +actor ZorchpacktoBackpack Replaces Zorchpack +{ + States + { + Spawn: + TNT1 A 0 + TNT1 A 0 A_SpawnItem("Backpack") + TNT1 A 0 A_SpawnItemEx("Berserk",0,0,0,0,0,0,0,0,150) + Stop + } +} + diff --git a/filter/chex/DECORATE b/filter/chex/DECORATE new file mode 100644 index 0000000000..a810cedb46 --- /dev/null +++ b/filter/chex/DECORATE @@ -0,0 +1,3 @@ +#include "actors/replacers/monreplace.dec" +#include "actors/replacers/itemreplace.dec" +#include "actors/replacers/weaponreplace.dec" \ No newline at end of file diff --git a/filter/chex/Graphics/WIA00900.png b/filter/chex/Graphics/WIA00900.png new file mode 100644 index 0000000000..26c0ecbfac Binary files /dev/null and b/filter/chex/Graphics/WIA00900.png differ diff --git a/filter/chex/Graphics/WIA00901.png b/filter/chex/Graphics/WIA00901.png new file mode 100644 index 0000000000..e9cf7f5b88 Binary files /dev/null and b/filter/chex/Graphics/WIA00901.png differ diff --git a/filter/chex/Graphics/WIA00902.png b/filter/chex/Graphics/WIA00902.png new file mode 100644 index 0000000000..e9cf7f5b88 Binary files /dev/null and b/filter/chex/Graphics/WIA00902.png differ diff --git a/filter/chex/Graphics/WIA10700.png b/filter/chex/Graphics/WIA10700.png new file mode 100644 index 0000000000..26c0ecbfac Binary files /dev/null and b/filter/chex/Graphics/WIA10700.png differ diff --git a/filter/chex/Graphics/WIA10701.png b/filter/chex/Graphics/WIA10701.png new file mode 100644 index 0000000000..e9cf7f5b88 Binary files /dev/null and b/filter/chex/Graphics/WIA10701.png differ diff --git a/filter/chex/Graphics/WIA10702.png b/filter/chex/Graphics/WIA10702.png new file mode 100644 index 0000000000..e9cf7f5b88 Binary files /dev/null and b/filter/chex/Graphics/WIA10702.png differ diff --git a/filter/chex/Graphics/WIA20000.png b/filter/chex/Graphics/WIA20000.png new file mode 100644 index 0000000000..26c0ecbfac Binary files /dev/null and b/filter/chex/Graphics/WIA20000.png differ diff --git a/filter/chex/Graphics/WIA20001.png b/filter/chex/Graphics/WIA20001.png new file mode 100644 index 0000000000..e9cf7f5b88 Binary files /dev/null and b/filter/chex/Graphics/WIA20001.png differ diff --git a/filter/chex/Graphics/WIA20002.png b/filter/chex/Graphics/WIA20002.png new file mode 100644 index 0000000000..e9cf7f5b88 Binary files /dev/null and b/filter/chex/Graphics/WIA20002.png differ diff --git a/filter/chex/Graphics/WIMAP0.png b/filter/chex/Graphics/WIMAP0.png new file mode 100644 index 0000000000..a678c8c2ed Binary files /dev/null and b/filter/chex/Graphics/WIMAP0.png differ diff --git a/filter/chex/Graphics/WIMAP1.png b/filter/chex/Graphics/WIMAP1.png new file mode 100644 index 0000000000..d3d06052b3 Binary files /dev/null and b/filter/chex/Graphics/WIMAP1.png differ diff --git a/filter/chex/Graphics/WIMAP2.png b/filter/chex/Graphics/WIMAP2.png new file mode 100644 index 0000000000..89ae082ba2 Binary files /dev/null and b/filter/chex/Graphics/WIMAP2.png differ diff --git a/filter/chex/Graphics/WIOSTI b/filter/chex/Graphics/WIOSTI new file mode 100644 index 0000000000..6f3c2e148c Binary files /dev/null and b/filter/chex/Graphics/WIOSTI differ diff --git a/filter/chex/Graphics/WIOSTK b/filter/chex/Graphics/WIOSTK new file mode 100644 index 0000000000..6d78b9d2e4 Binary files /dev/null and b/filter/chex/Graphics/WIOSTK differ diff --git a/filter/chex/Graphics/WIOSTS b/filter/chex/Graphics/WIOSTS new file mode 100644 index 0000000000..c2d2f13b40 Binary files /dev/null and b/filter/chex/Graphics/WIOSTS differ diff --git a/filter/chex/HIRES/Menus/Episode/M_EPI1 b/filter/chex/HIRES/Menus/Episode/M_EPI1 new file mode 100644 index 0000000000..324a336a78 Binary files /dev/null and b/filter/chex/HIRES/Menus/Episode/M_EPI1 differ diff --git a/filter/chex/HIRES/Menus/Episode/M_EPI2 b/filter/chex/HIRES/Menus/Episode/M_EPI2 new file mode 100644 index 0000000000..6d7b3ccd79 Binary files /dev/null and b/filter/chex/HIRES/Menus/Episode/M_EPI2 differ diff --git a/filter/chex/HIRES/Menus/Episode/M_EPI3 b/filter/chex/HIRES/Menus/Episode/M_EPI3 new file mode 100644 index 0000000000..5bb82f480a Binary files /dev/null and b/filter/chex/HIRES/Menus/Episode/M_EPI3 differ diff --git a/filter/chex/HIRES/Sprites/COL5A0.png b/filter/chex/HIRES/Sprites/COL5A0.png new file mode 100644 index 0000000000..8f508c8f83 Binary files /dev/null and b/filter/chex/HIRES/Sprites/COL5A0.png differ diff --git a/filter/chex/Models/Definitions/MODELDEF.Keys.Chex.txt b/filter/chex/Models/Definitions/MODELDEF.Keys.Chex.txt new file mode 100644 index 0000000000..46f19f82cf --- /dev/null +++ b/filter/chex/Models/Definitions/MODELDEF.Keys.Chex.txt @@ -0,0 +1,98 @@ +Model PB_ChexBluecard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "BLKYA.MD3" + SKIN 0 "BLKYA.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VBKY A 0 0 +} + +Model PB_ChexBluecard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "BLKYB.MD3" + SKIN 0 "BLKYB.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VBKY B 0 0 +} + +Model PB_ChexBluecard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "BLKYC.MD3" + SKIN 0 "BLKYC.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VBKY C 0 0 +} + +Model PB_ChexRedcard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "REKYA.MD3" + SKIN 0 "REKYA.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VRKY A 0 0 +} + +Model PB_ChexRedcard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "REKYB.MD3" + SKIN 0 "REKYB.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VRKY B 0 0 +} + +Model PB_ChexRedcard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "REKYC.MD3" + SKIN 0 "REKYC.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VRKY C 0 0 +} + +Model PB_ChexYellowcard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "YEKYA.MD3" + SKIN 0 "YEKYA.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VYKY A 0 0 +} + +Model PB_ChexYellowcard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "YEKYB.MD3" + SKIN 0 "YEKYB.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VYKY B 0 0 +} + +Model PB_ChexYellowcard +{ + Path "MODELS/PBVP/Items/Keys" + Model 0 "YEKYC.MD3" + SKIN 0 "YEKYC.pal.PNG" + AngleOffset 270 + scale 1 1.5 1.2 + + Frameindex VYKY C 0 0 +} \ No newline at end of file diff --git a/filter/chex/Sprites/Decoration/BAR2A0 b/filter/chex/Sprites/Decoration/BAR2A0 new file mode 100644 index 0000000000..1dad2a432a Binary files /dev/null and b/filter/chex/Sprites/Decoration/BAR2A0 differ diff --git a/filter/chex/Sprites/Decoration/BAR2B0 b/filter/chex/Sprites/Decoration/BAR2B0 new file mode 100644 index 0000000000..a74898000a Binary files /dev/null and b/filter/chex/Sprites/Decoration/BAR2B0 differ diff --git a/filter/chex/Sprites/Decoration/BAR2C0 b/filter/chex/Sprites/Decoration/BAR2C0 new file mode 100644 index 0000000000..f5d1421724 Binary files /dev/null and b/filter/chex/Sprites/Decoration/BAR2C0 differ diff --git a/filter/chex/Sprites/Decoration/BAR2D0 b/filter/chex/Sprites/Decoration/BAR2D0 new file mode 100644 index 0000000000..0bbc502af3 Binary files /dev/null and b/filter/chex/Sprites/Decoration/BAR2D0 differ diff --git a/filter/chex/Sprites/Decoration/BOWLA0 b/filter/chex/Sprites/Decoration/BOWLA0 new file mode 100644 index 0000000000..1cd0533a63 Binary files /dev/null and b/filter/chex/Sprites/Decoration/BOWLA0 differ diff --git a/filter/chex/Sprites/Decoration/BRS1A0 b/filter/chex/Sprites/Decoration/BRS1A0 new file mode 100644 index 0000000000..1c8176be25 Binary files /dev/null and b/filter/chex/Sprites/Decoration/BRS1A0 differ diff --git a/filter/chex/Sprites/Decoration/CEYEA0 b/filter/chex/Sprites/Decoration/CEYEA0 new file mode 100644 index 0000000000..e18600257d Binary files /dev/null and b/filter/chex/Sprites/Decoration/CEYEA0 differ diff --git a/filter/chex/Sprites/Decoration/CEYEB0 b/filter/chex/Sprites/Decoration/CEYEB0 new file mode 100644 index 0000000000..a5c4c0b2fb Binary files /dev/null and b/filter/chex/Sprites/Decoration/CEYEB0 differ diff --git a/filter/chex/Sprites/Decoration/CEYEC0 b/filter/chex/Sprites/Decoration/CEYEC0 new file mode 100644 index 0000000000..3fcee82eec Binary files /dev/null and b/filter/chex/Sprites/Decoration/CEYEC0 differ diff --git a/filter/chex/Sprites/Decoration/CHEFA0 b/filter/chex/Sprites/Decoration/CHEFA0 new file mode 100644 index 0000000000..4e6dd43615 Binary files /dev/null and b/filter/chex/Sprites/Decoration/CHEFA0 differ diff --git a/filter/chex/Sprites/Decoration/COL1A0 b/filter/chex/Sprites/Decoration/COL1A0 new file mode 100644 index 0000000000..7419c5ea6c Binary files /dev/null and b/filter/chex/Sprites/Decoration/COL1A0 differ diff --git a/filter/chex/Sprites/Decoration/COL2A0 b/filter/chex/Sprites/Decoration/COL2A0 new file mode 100644 index 0000000000..fdec731004 Binary files /dev/null and b/filter/chex/Sprites/Decoration/COL2A0 differ diff --git a/filter/chex/Sprites/Decoration/COL3A0 b/filter/chex/Sprites/Decoration/COL3A0 new file mode 100644 index 0000000000..dce6c3d7e2 Binary files /dev/null and b/filter/chex/Sprites/Decoration/COL3A0 differ diff --git a/filter/chex/Sprites/Decoration/COL4A0 b/filter/chex/Sprites/Decoration/COL4A0 new file mode 100644 index 0000000000..d5ca72b6d8 Binary files /dev/null and b/filter/chex/Sprites/Decoration/COL4A0 differ diff --git a/filter/chex/Sprites/Decoration/COL5A0 b/filter/chex/Sprites/Decoration/COL5A0 new file mode 100644 index 0000000000..8bd32b54a1 Binary files /dev/null and b/filter/chex/Sprites/Decoration/COL5A0 differ diff --git a/filter/chex/Sprites/Decoration/COL6A0 b/filter/chex/Sprites/Decoration/COL6A0 new file mode 100644 index 0000000000..778e464013 Binary files /dev/null and b/filter/chex/Sprites/Decoration/COL6A0 differ diff --git a/filter/chex/Sprites/Decoration/COL7A0 b/filter/chex/Sprites/Decoration/COL7A0 new file mode 100644 index 0000000000..0a490ed2f6 Binary files /dev/null and b/filter/chex/Sprites/Decoration/COL7A0 differ diff --git a/filter/chex/Sprites/Decoration/COLUA0 b/filter/chex/Sprites/Decoration/COLUA0 new file mode 100644 index 0000000000..a25215f328 Binary files /dev/null and b/filter/chex/Sprites/Decoration/COLUA0 differ diff --git a/filter/chex/Sprites/Decoration/DINEA0 b/filter/chex/Sprites/Decoration/DINEA0 new file mode 100644 index 0000000000..c677549a82 Binary files /dev/null and b/filter/chex/Sprites/Decoration/DINEA0 differ diff --git a/filter/chex/Sprites/Decoration/DINOA0 b/filter/chex/Sprites/Decoration/DINOA0 new file mode 100644 index 0000000000..31196ebf56 Binary files /dev/null and b/filter/chex/Sprites/Decoration/DINOA0 differ diff --git a/filter/chex/Sprites/Decoration/DINOB0 b/filter/chex/Sprites/Decoration/DINOB0 new file mode 100644 index 0000000000..2b5b7ea3f3 Binary files /dev/null and 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0000000000..5a082f2d20 --- /dev/null +++ b/filter/chex/ZScript.zsc @@ -0,0 +1 @@ +#include "ZScript/Decorations/PBKeysChex.zc" \ No newline at end of file diff --git a/filter/chex/ZScript/Decorations/PBKeysChex.zc b/filter/chex/ZScript/Decorations/PBKeysChex.zc new file mode 100644 index 0000000000..d39636324a --- /dev/null +++ b/filter/chex/ZScript/Decorations/PBKeysChex.zc @@ -0,0 +1,49 @@ +class PB_ChexBluecard : PB_BlueCard replaces ChexBlueCard +{ + Default + { + species "ChexBlueCard"; + } +} + +class PB_ChexYellowcard : PB_YellowCard replaces ChexYellowCard +{ + Default + { + species "ChexYellowCard"; + } +} + +class PB_ChexRedcard : PB_RedCard replaces ChexRedCard +{ + Default + { + species "ChexRedCard"; + } +} + +//Cant do replaces on these cause engine and Chex3 jank + +class PB_ChexBlueSkull : PB_BlueSkull +{ + Default + { + species "BlueFlemKey"; + } +} + +class PB_ChexYellowSkull : PB_YellowSkull +{ + Default + { + species "YellowFlemKey"; + } +} + +class PB_ChexRedSkull : PB_RedSkull +{ + Default + { + species "RedFlemKey"; + } +} \ No newline at end of file diff --git a/filter/chex/modeldef.txt b/filter/chex/modeldef.txt new file mode 100644 index 0000000000..a723b7d36d --- /dev/null +++ b/filter/chex/modeldef.txt @@ -0,0 +1 @@ +#include "MODELS/Definitions/MODELDEF.Keys.Chex.txt" \ No newline at end of file diff --git a/zscript/Effects/BulletImpacts.zs b/zscript/Effects/BulletImpacts.zs new file mode 100644 index 0000000000..7b0add6dd0 --- /dev/null +++ b/zscript/Effects/BulletImpacts.zs @@ -0,0 +1,1101 @@ +Class PB_BaseBulletImpact : BulletPuff abstract +{ + Default + { + +NOEXTREMEDEATH; + +THRUACTORS; + +NOCLIP; + Decal "ConcreteWithGlow"; + +DONTSPLASH; + -EXPLODEONWATER; + Scale 1.0; + Gravity 0.3; + Alpha 0.3; + Renderstyle "Translucent"; + +NOGRAVITY; + +NOINTERACTION; + +NOBLOCKMAP; + //+NOSECTOR; + +ROLLSPRITE; + +FORCEDECAL; + -NODECAL; + +ALLOWTHRUFLAGS; + +ALLOWPARTICLES; + +PUFFONACTORS; + -RANDOMIZE; + } + + uint8 hitWhat; + float wallNormal; + float distfromplayer; + + int smokeflags; + + flagdef NODISTANT: smokeflags, 0; + + /*void SpawnRicochet() + { + FSpawnParticleParams MAINPUF; + string f = String.Format("%c", int("A") + random[justtobesafe](0,7)); + MAINPUF.Texture = TexMan.CheckForTexture("IPF2"..f..0); + MAINPUF.Style = STYLE_ADD; + MAINPUF.Color1 = "FFFFFF"; + MAINPUF.Flags = SPF_FULLBRIGHT|SPF_ROLL; + MAINPUF.StartRoll = random[justtobesafe](0,360); + MAINPUF.StartAlpha = 1.0; + MAINPUF.FadeStep = 0; + MAINPUF.Size = random[justtobesafe](25,28); + MAINPUF.SizeStep = random[justtobesafe](2,4); + MAINPUF.Lifetime = 4; + MAINPUF.Pos = pos; + Level.SpawnParticle(MAINPUF); + }*/ + + const DISTANT_THRESHOLD = 1024 ** 2; + + override void PostBeginPlay() + { + Super.PostBeginPlay(); + + /*if(AbsAngle(angle, wallnormal) > 76) + { + A_StartSound("ricochet/hit"); + SpawnRicochet(); + }*/ + + distfromplayer = Distance2DSquared(players[consoleplayer].mo); + + if(!bNODISTANT && distfromplayer > DISTANT_THRESHOLD) + { + DistantHit(); + } + } + + // extra feedback for far away hits + void DistantHit() + { + FSpawnParticleParams MAINPUF; + string f = String.Format("%c", int("A") + random[justtobesafe](0,7)); + MAINPUF.Texture = TexMan.CheckForTexture("IPF2"..f..0); + MAINPUF.Style = STYLE_ADD; + MAINPUF.Color1 = "FFFFFF"; + MAINPUF.Flags = SPF_FULLBRIGHT|SPF_ROLL; + MAINPUF.StartRoll = random[justtobesafe](0,360); + MAINPUF.StartAlpha = 1.0; + MAINPUF.FadeStep = 0; + MAINPUF.Size = random[justtobesafe](25,28); + MAINPUF.SizeStep = random[justtobesafe](2,4); + MAINPUF.Lifetime = 4; + MAINPUF.Pos = pos; + Level.SpawnParticle(MAINPUF); + } +} + +Class PB_BulletImpact : PB_BaseBulletImpact +{ + states + { + Spawn: + /*TNT1 A 0 { + A_SpawnProjectile("SparkX", 0, 0, random (0, 360), 2, random (0, 360)); + A_SpawnProjectile("HitSpark", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark22", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark23", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + }*/ + Puff: + TNT1 A 0 NoDelay { + A_StartSound("bulletimpact", pitch: frandom(0.9, 1.1)); + + if(distfromplayer < DISTANT_THRESHOLD) + { + SpawnDust(); + SpawnPuffSmoke(); + + if(hitWhat == 1 && random[justtobesafe](0, 100) > 25) + LinetracerSmoke(); + } + SpawnMainPuff(); + + /*scale.y *= 0.5; + bXFLIP = randompick(0, 1); + //bYFLIP = randompick(0, 1); + scale *= frandom(0.3, 1.1); + vel.z = frandom(2, 16); + + switch(hitWhat) + { + case 1: + roll = 90; + SpawnMainPuff(); + break; + case 2: + roll = 0; + break; + case 3: + roll = 180; + break; + } + scalingpower = 1.0; + roll *= frandom(0.9, 1.1);*/ + } + /*TNT1 A 0 A_JumpIf(hitWhat == 1, 15); + SMK8 ABCDEFGHIJKMNOP 1 { + vel *= 0.5; + + if(scale.Length() > 2) + scalingpower *= 0.8; + + scale.x += 0.03 * scalingpower; + scale.y += 0.033 * scalingpower; + roll += 1; + }*/ + Stop; + Melee: + TNT1 AAA 0 SpawnPuffSmoke();//A_SpawnProjectile ("OldschoolRocketSmokeTrail2", 0, 0, random (0, 360), 2, random (0, 360)); + stop; + } + + //anything that doesnt need to be an actor, is now not an actor + void SpawnMainPuff() + { + FSpawnParticleParams PUFSPRK; + PUFSPRK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0"); + PUFSPRK.Color1 = "FFFFFF"; + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL | SPF_REPLACE; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector((1, 0), wallNormal), 0); + } + else + { + vls = (0,0,1); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-0.1, 0.1)); + if(CeilingPic == SkyFlatNum) + PUFSPRK.accel += (0.1, 0.05, 0.05); + + PUFSPRK.Startroll = random[justtobesafe](0, 359); + PUFSPRK.RollVel = frandom[justtobesafe](1, 2); + PUFSPRK.StartAlpha = 0.7; + PUFSPRK.FadeStep = -1; + PUFSPRK.Size = random[justtobesafe](20,50); + PUFSPRK.SizeStep = 4; + PUFSPRK.Lifetime = random[justtobesafe](6,35); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + + void SpawnDust() + { + int sparkcount = random[justtobesafe](3,5); + for(int i = 0; i < sparkcount; i++) + { + FSpawnParticleParams PUFSPRK; + string f = String.Format("%c", int("A") + random[justtobesafe](0,3)); + PUFSPRK.Texture = TexMan.CheckForTexture("DUST"..f..0); + PUFSPRK.Color1 = "FFFFFF"; + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + vls = (RotateVector(((frandom[justtobesafe](4, 6) * (i * 0.5)), frandom[justtobesafe](-2,2)), wallNormal), frandom[justtobesafe](-2,3)); + else + vls = (random[justtobesafe](-5,5),random[justtobesafe](-5,5),random[justtobesafe](-2,9)); + + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-1.75,-0.75)); + PUFSPRK.Startroll = randompick[justtobesafe](0,90,180,270,360); + PUFSPRK.RollVel = 0; + PUFSPRK.StartAlpha = 1.0; + PUFSPRK.FadeStep = 0.075; + PUFSPRK.Size = random[justtobesafe](4,6); + PUFSPRK.SizeStep = 0; + PUFSPRK.Lifetime = random[justtobesafe](12,18); + if(hitWhat == 1) + PUFSPRK.Pos = pos + (RotateVector((i, 0), wallNormal), 0); + else + PUFSPRK.Pos = pos + (0, 0, i); + + Level.SpawnParticle(PUFSPRK); + } + } + + void SpawnPuffSmoke(int dq = 1) + { + for(int i = 0; i < 4; i++) { + FSpawnParticleParams PUFSMK; + PUFSMK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0");//("SMK2A0"); //SMk3G0 + PUFSMK.Style = STYLE_TRANSLUCENT; + PUFSMK.Color1 = "c9c9c9"; + vector3 vls, accl; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](3, 6) * (i * 0.5)), frandom[justtobesafe](-1,1)), wallNormal), frandom[justtobesafe](-3,2)); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + else if(hitWhat >= 2) + { + vls.xy = (frandom[justtobesafe](-2,2), frandom[justtobesafe](-2,2)); + vls.z = 4 * (i * 0.5); + accl = -(0, 0, (0.3 * i)); + + if(hitWhat == 3); + { + vls.z *= -1; + accl.z *= -1; + } + } + else + { + vls = (frandom[justtobesafe](-1,1), frandom[justtobesafe](-1,1), 0); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + PUFSMK.vel = vls; + PUFSMK.accel = accl; + if(CeilingPic == SkyFlatNum) + PUFSMK.accel += (0.1, 0.05, 0.05);; + PUFSMK.Flags = SPF_ROLL; + PUFSMK.StartRoll = random[justtobesafe](0,360); + PUFSMK.RollVel = random[justtobesafe](-4,4); + PUFSMK.StartAlpha = 0.8; + PUFSMK.FadeStep = -1; + PUFSMK.Size = random[justtobesafe](28,32); + PUFSMK.SizeStep = random[justtobesafe](1,3); + PUFSMK.Lifetime = 10; + vector2 posofs = RotateVector((5, 0), angle); + PUFSMK.Pos = vec3Offset(posofs.x, posofs.y, 0); + Level.SpawnParticle(PUFSMK); + } + } + + // "rubble" + void LinetracerSmoke(int dq = 1) + { + FLineTraceData lt; + vector2 ofs = RotateVector((10, 0), wallNormal); + LineTrace(wallNormal + 90, 100, random(25, 155), TRF_ABSOFFSET, offsetforward: ofs.x, ofs.y, lt); + + if(lt.HitType == TRACE_HitNone) + return; + + FSpawnParticleParams PUFSMK; + PUFSMK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0");//("SMK2A0"); //SMk3G0 + PUFSMK.Style = STYLE_TRANSLUCENT; + PUFSMK.Color1 = "c9c9c9"; + PUFSMK.Flags = SPF_ROLL; + PUFSMK.Vel = (frandom(-1, 1), frandom(-1, 1), frandom(-1, 1)); + PUFSMK.accel = (0, 0, 0); + if(CeilingPic == SkyFlatNum) + PUFSMK.accel += (0.1, 0.05, 0.05);; + PUFSMK.Startroll = random[justtobesafe](0, 359); + PUFSMK.RollVel = frandom[justtobesafe](1, 2); + PUFSMK.StartAlpha = 0.6; + PUFSMK.FadeStep = -1; + PUFSMK.Size = random[justtobesafe](60,80); + PUFSMK.SizeStep = 4; + PUFSMK.Lifetime = random[justtobesafe](6,15); + PUFSMK.Pos = lt.HitLocation; + Level.SpawnParticle(PUFSMK); + } +} + +Class PB_BulletImpactWood : PB_BaseBulletImpact +{ + Default + { + Decal "WoodBullethole"; + } + + states + { + Spawn: + /*TNT1 A 0 { + A_SpawnProjectile("SparkX", 0, 0, random (0, 360), 2, random (0, 360)); + A_SpawnProjectile("HitSpark", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark22", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark23", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + }*/ + Puff: + TNT1 A 0 NoDelay { + A_StartSound("bulletimpact/wood", pitch: frandom(0.9, 1.1)); + if(random(0, 100) < 25) A_StartSound("ricochet/hit"); + + if(distfromplayer < DISTANT_THRESHOLD) + { + SpawnSplinters(); + SpawnPuffSmoke(); + } + SpawnMainPuff(); + } + //TNT1 A 2 Light("BulletPuffLight"); + Stop; + Melee: + TNT1 AAA 0 SpawnPuffSmoke();//A_SpawnProjectile ("OldschoolRocketSmokeTrail2", 0, 0, random (0, 360), 2, random (0, 360)); + stop; + } + + //anything that doesnt need to be an actor, is now not an actor + void SpawnMainPuff() + { + FSpawnParticleParams PUFSPRK; + PUFSPRK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0"); + PUFSPRK.Color1 = "40291a"; + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector((1, 0), wallNormal), 0); + } + else + { + vls = (0,0,0.5); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-0.1, 0.1)); + if(CeilingPic == SkyFlatNum) + PUFSPRK.accel += (0.1, 0.05, 0.05);; + + PUFSPRK.Startroll = random[justtobesafe](0, 359); + PUFSPRK.RollVel = frandom[justtobesafe](1, 2); + PUFSPRK.StartAlpha = 0.7; + PUFSPRK.FadeStep = -1; + PUFSPRK.Size = random[justtobesafe](40,45); + PUFSPRK.SizeStep = 0.5; + PUFSPRK.Lifetime = random[justtobesafe](24,35); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + + void SpawnSplinters() + { + int sparkcount = random[justtobesafe](8,10); + for(int i = 0; i < sparkcount; i++) + { + FSpawnParticleParams PUFSPRK; + string f = String.Format("%c", int("A") + random[justtobesafe](0,3)); + PUFSPRK.Texture = TexMan.CheckForTexture("WOOD"..f..0); + PUFSPRK.Color1 = "FFFFFF"; + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](1, 3) * (i * 0.5)), frandom[justtobesafe](-2,2)), wallNormal), frandom[justtobesafe](-2,2)); + } + else + { + vls = (random[justtobesafe](-5,5),random[justtobesafe](-5,5),random[justtobesafe](-2,9)); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,-0.5); + PUFSPRK.Startroll = random[justtobesafe](0, 359); + PUFSPRK.RollVel = 2; + PUFSPRK.StartAlpha = 1.0; + PUFSPRK.FadeStep = 0.075; + PUFSPRK.Size = random[justtobesafe](4,6); + PUFSPRK.SizeStep = 0; + PUFSPRK.Lifetime = random[justtobesafe](12,18); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + } + + void SpawnPuffSmoke(int dq = 1) + { + for(int i = 0; i < 3; i++) { + FSpawnParticleParams PUFSMK; + PUFSMK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0");//("SMK2A0"); //SMk3G0 + PUFSMK.Style = STYLE_TRANSLUCENT; + PUFSMK.Color1 = "40291a"; + vector3 vls, accl; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](0, 6) * (i * 0.5)), frandom[justtobesafe](-1,1)), wallNormal), frandom[justtobesafe](-3,2)); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + else if(hitWhat >= 2) + { + vls.xy = (frandom[justtobesafe](-2,2), frandom[justtobesafe](-2,2)); + vls.z = 4 * (i * 0.5); + accl = -(0, 0, (0.3 * i)); + + if(hitWhat == 3) + { + vls.z *= -1; + accl.z *= -1; + } + } + else + { + vls = (frandom[justtobesafe](-1,1), frandom[justtobesafe](-1,1), 0); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + PUFSMK.vel = vls; + PUFSMK.accel = accl; + if(CeilingPic == SkyFlatNum) + PUFSMK.accel += (0.1, 0.05, 0.05);; + + PUFSMK.Flags = SPF_ROLL; + PUFSMK.StartRoll = random[justtobesafe](0,360); + PUFSMK.RollVel = random[justtobesafe](-4,4); + PUFSMK.StartAlpha = 1.0; + PUFSMK.FadeStep = 0.1; + PUFSMK.Size = random[justtobesafe](28,32); + PUFSMK.SizeStep = random[justtobesafe](1,3); + PUFSMK.Lifetime = 10; + vector2 posofs = RotateVector((5, 0), angle); + PUFSMK.Pos = vec3Offset(posofs.x, posofs.y, 0); + Level.SpawnParticle(PUFSMK); + } + } +} + +Class PB_BulletImpactMetal : PB_BaseBulletImpact +{ + Default { + Decal "MetalWithGlow"; + +PB_BaseBulletImpact.NODISTANT; + } + states + { + Spawn: + TNT1 AAAA 0; + TNT1 A 0 { + A_SpawnProjectile("SparkX", 0, 0, random (0, 360), 2, random (0, 360)); + A_SpawnProjectile("HitSpark", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark22", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark23", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + } + Puff: + TNT1 A 0 NoDelay { + A_StartSound("bulletimpact/metal/a", pitch: frandom(0.9, 1.1)); + if(random(0, 100) < 25) A_StartSound("ricochet/hit"); + + if(distfromplayer < DISTANT_THRESHOLD) + { + SpawnPuffSpark(); + SpawnPuffShrapnel(); + // SpawnPuffSmoke(); + } + SpawnMainPuff(); + } + TNT1 A 2 Light("BulletPuffLight"); + stop; + Melee: + TNT1 AAA 0 SpawnPuffSmoke();//A_SpawnProjectile ("OldschoolRocketSmokeTrail2", 0, 0, random (0, 360), 2, random (0, 360)); + stop; + } + + //anything that doesnt need to be an actor, is now not an actor + void SpawnMainPuff() + { + FSpawnParticleParams MAINPUF; + string f = String.Format("%c", int("A") + random[justtobesafe](0,7)); + MAINPUF.Texture = TexMan.CheckForTexture("IPF2"..f..0); + MAINPUF.Style = STYLE_ADD; + MAINPUF.Color1 = "FFFFFF"; + MAINPUF.Flags = SPF_FULLBRIGHT|SPF_ROLL; + MAINPUF.StartRoll = random[justtobesafe](0,360); + MAINPUF.StartAlpha = 1.0; + MAINPUF.FadeStep = 0; + MAINPUF.Size = random[justtobesafe](25,28); + MAINPUF.SizeStep = random[justtobesafe](2,4); + MAINPUF.Lifetime = 4; + MAINPUF.Pos = pos; + Level.SpawnParticle(MAINPUF); + } + + void SpawnPuffSpark() + { + int sparkcount = random[justtobesafe](3,5); + for(int i = 0; i < sparkcount; i++) + { + FSpawnParticleParams PUFSPRK; + PUFSPRK.Texture = TexMan.CheckForTexture("SPKOA0"); + PUFSPRK.Color1 = "FFFFFF"; + PUFSPRK.Style = STYLE_Add; + PUFSPRK.Flags = SPF_ROLL|SPF_FULLBRIGHT; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](2, 7) * (i * 0.5)), frandom[justtobesafe](-6,6)), wallNormal), frandom[justtobesafe](-2,2)); + } + else + { + vls = (random[justtobesafe](-5,5),random[justtobesafe](-5,5),random[justtobesafe](-2,9)); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (-(vls.xy * 0.075),-0.2) + (frandom[justtobesafe](-0.25, 0.25), frandom[justtobesafe](-0.25,0.25), frandom[justtobesafe](-0.2,0.1)); + PUFSPRK.Startroll = random[justtobesafe](0,359); + PUFSPRK.RollVel = 0; + PUFSPRK.StartAlpha = 1.0; + PUFSPRK.FadeStep = 0.075; + PUFSPRK.Size = random[justtobesafe](6,8); + PUFSPRK.SizeStep = -0.5; + PUFSPRK.Lifetime = random[justtobesafe](12,18); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + } + + void SpawnPuffShrapnel() + { + if(randompick[justtobesafe](0, 0, 0, 0, 1)) + return; + + FSpawnParticleParams PUFSHRP; + string f = String.Format("%c", int("A") + random[justtobesafe](0,7)); + PUFSHRP.Texture = TexMan.CheckForTexture("JNK3"..f..0); + PUFSHRP.Color1 = "FFFFFF"; + PUFSHRP.Style = STYLE_TRANSLUCENT; + PUFSHRP.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](5, 7)), frandom[justtobesafe](-4,4)), wallNormal), frandom[justtobesafe](-4,4)); + } + else + { + vls = (random[justtobesafe](-5,5),random[justtobesafe](-5,5),random[justtobesafe](-2,9)); + } + PUFSHRP.Vel = vls; + PUFSHRP.accel = (-(vls.xy * 0.05),-1); + PUFSHRP.Startroll = random[justtobesafe](0, 359); + PUFSHRP.RollVel = 1.5; + PUFSHRP.StartAlpha = 1.0; + PUFSHRP.FadeStep = -1; + PUFSHRP.Size = random[justtobesafe](4,8); + PUFSHRP.SizeStep = 0; + PUFSHRP.Lifetime = 24; + PUFSHRP.Pos = pos; + Level.SpawnParticle(PUFSHRP); + } + + void SpawnPuffSmoke(int dq = 1) + { + FSpawnParticleParams PUFSMK; + PUFSMK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0");//("SMK2A0"); //SMk3G0 + PUFSMK.Style = STYLE_TRANSLUCENT; + PUFSMK.Color1 = "404040"; + vector3 vls = (frandom[justtobesafe](-1,1),frandom[justtobesafe](-1,1),frandom[justtobesafe](1,2)); + PUFSMK.vel = vls; + PUFSMK.accel = -(vls * 0.07); + if(CeilingPic == SkyFlatNum) + PUFSMK.accel += (0.1, 0.05, 0.05);; + + PUFSMK.Flags = SPF_ROLL; + PUFSMK.StartRoll = random[justtobesafe](0,360); + PUFSMK.RollVel = random[justtobesafe](-4,4); + PUFSMK.StartAlpha = 1.0; + PUFSMK.FadeStep = 0.080; + PUFSMK.Size = random[justtobesafe](28,32); + PUFSMK.SizeStep = random[justtobesafe](1,3); + PUFSMK.Lifetime = 13; + vector2 posofs = RotateVector((5, 0), angle); + PUFSMK.Pos = vec3Offset(posofs.x, posofs.y, 0); + Level.SpawnParticle(PUFSMK); + } +} + +Class PB_BulletImpactSheetMetal : PB_BulletImpactMetal +{ + states + { + Spawn: + TNT1 AAAA 0; + /*TNT1 A 0 { + A_SpawnProjectile("SparkX", 0, 0, random (0, 360), 2, random (0, 360)); + A_SpawnProjectile("HitSpark", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark22", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark23", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + }*/ + Puff: + TNT1 A 0 NoDelay { + A_StartSound("bulletimpact/metal/b", pitch: frandom(0.9, 1.1)); + if(random(0, 100) < 25) A_StartSound("ricochet/hit"); + + if(distfromplayer < DISTANT_THRESHOLD) + { + SpawnPuffSpark(); + SpawnPuffShrapnel(); + SpawnPuffSmoke(); + } + SpawnMainPuff(); + } + TNT1 A 2 Light("BulletPuffLight"); + stop; + } +} + +Class PB_BulletImpactDirt : PB_BaseBulletImpact +{ + Default + { + Renderstyle "Shaded"; + StencilColor "865627"; + Alpha 1.0; + } + + states + { + Spawn: + /*TNT1 A 0 { + A_SpawnProjectile("SparkX", 0, 0, random (0, 360), 2, random (0, 360)); + A_SpawnProjectile("HitSpark", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark22", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark23", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + }*/ + Puff: + TNT1 A 0 NoDelay { + A_StartSound("bulletimpact/wood", pitch: frandom(0.9, 1.1)); + if(random(0, 100) < 25) A_StartSound("ricochet/hit"); + + if(distfromplayer < DISTANT_THRESHOLD) + { + SpawnSplinters(); + SpawnPuffSmoke(); + } + SpawnMainPuff(); + } + //DCHR ABCDEFGHIJKMNOP 1; + Stop; + Melee: + TNT1 AAA 0 SpawnPuffSmoke();//A_SpawnProjectile ("OldschoolRocketSmokeTrail2", 0, 0, random (0, 360), 2, random (0, 360)); + stop; + } + + //anything that doesnt need to be an actor, is now not an actor + void SpawnMainPuff() + { + FSpawnParticleParams PUFSPRK; + PUFSPRK.Texture = TexMan.CheckForTexture("DIRPC0"); + PUFSPRK.Color1 = "FFFFFF"; + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector((4, 0), wallNormal), 0); + } + else + { + vls = (0,0,2); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-0.1, 0.1)); + if(CeilingPic == SkyFlatNum) + PUFSPRK.accel += (0.1, 0.05, 0.05);; + + PUFSPRK.Startroll = random[justtobesafe](0, 359); + PUFSPRK.RollVel = 5; + PUFSPRK.StartAlpha = 1.0; + PUFSPRK.FadeStep = -1; + PUFSPRK.Size = random[justtobesafe](30,75); + PUFSPRK.SizeStep = 6; + PUFSPRK.Lifetime = random[justtobesafe](4,7); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + + void SpawnSplinters() + { + int sparkcount = random[justtobesafe](8,10); + for(int i = 0; i < sparkcount; i++) + { + FSpawnParticleParams PUFSPRK; + string f = String.Format("%c", int("A") + random[justtobesafe](0,3)); + PUFSPRK.Texture = TexMan.CheckForTexture("DUST"..f..0); + PUFSPRK.Color1 = "865627"; + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](1, 3) * (i * 0.5)), frandom[justtobesafe](-2,2)), wallNormal), frandom[justtobesafe](-2,2)); + } + else + { + vls = (random[justtobesafe](-5,5),random[justtobesafe](-5,5),random[justtobesafe](-2,9)); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,-2); + PUFSPRK.Startroll = random[justtobesafe](0, 359); + PUFSPRK.RollVel = 2; + PUFSPRK.StartAlpha = 1.0; + PUFSPRK.FadeStep = 0.075; + PUFSPRK.Size = random[justtobesafe](4,6); + PUFSPRK.SizeStep = 0; + PUFSPRK.Lifetime = random[justtobesafe](12,18); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + } + + void SpawnPuffSmoke(int dq = 1) + { + for(int i = 0; i < 3; i++) { + FSpawnParticleParams PUFSMK; + PUFSMK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0");//("SMK2A0"); //SMk3G0 + PUFSMK.Style = STYLE_TRANSLUCENT; + PUFSMK.Color1 = "865627"; + vector3 vls, accl; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](5, 7) * (i * 0.5)), frandom[justtobesafe](-1,1)), wallNormal), frandom[justtobesafe](-3,2)); + accl = -(vls.xy * 0.07, 0); + } + else if(hitWhat >= 2) + { + vls.xy = (frandom[justtobesafe](-2,2), frandom[justtobesafe](-2,2)); + vls.z = 7 * (i * 0.5); + accl = -(0, 0, (0.3 * i)); + + if(hitWhat == 3) + { + vls.z *= -1; + accl.z *= -1; + } + } + else + { + vls = (frandom[justtobesafe](-1,1), frandom[justtobesafe](-1,1), 0); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + PUFSMK.vel = vls; + PUFSMK.accel = accl; + if(CeilingPic == SkyFlatNum) + PUFSMK.accel += (0.1, 0.05, 0.05);; + PUFSMK.Flags = SPF_ROLL; + PUFSMK.StartRoll = random[justtobesafe](0,360); + PUFSMK.RollVel = random[justtobesafe](-4,4); + PUFSMK.StartAlpha = 1.0; + PUFSMK.FadeStep = -1; + PUFSMK.Size = random[justtobesafe](28,32); + PUFSMK.SizeStep = 3; + PUFSMK.Lifetime = 10; + vector2 posofs = RotateVector((5, 0), angle); + PUFSMK.Pos = vec3Offset(posofs.x, posofs.y, 0); + Level.SpawnParticle(PUFSMK); + } + } +} + +Class PB_BulletImpactBrownRock : PB_BaseBulletImpact +{ + states + { + Spawn: + /*TNT1 A 0 { + A_SpawnProjectile("SparkX", 0, 0, random (0, 360), 2, random (0, 360)); + A_SpawnProjectile("HitSpark", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark22", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark23", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + }*/ + Puff: + TNT1 A 0 NoDelay { + A_StartSound("bulletimpact", pitch: frandom(0.9, 1.1)); + if(random(0, 100) < 25) A_StartSound("ricochet/hit"); + + if(distfromplayer < DISTANT_THRESHOLD) + { + SpawnDust(); + SpawnPuffSmoke(); + } + SpawnMainPuff(); + } + //TNT1 A 2 Light("BulletPuffLight"); + Stop; + Melee: + TNT1 AAA 0 SpawnPuffSmoke();//A_SpawnProjectile ("OldschoolRocketSmokeTrail2", 0, 0, random (0, 360), 2, random (0, 360)); + stop; + } + + //anything that doesnt need to be an actor, is now not an actor + void SpawnMainPuff() + { + FSpawnParticleParams PUFSPRK; + PUFSPRK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0"); + PUFSPRK.Color1 = "533f2f"; + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector((2, 0), wallNormal), 0); + } + else + { + vls = (0,0,2); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-0.1, 0.1)); + if(CeilingPic == SkyFlatNum) + PUFSPRK.accel += (0.1, 0.05, 0.05);; + + PUFSPRK.Startroll = random[justtobesafe](0, 359); + PUFSPRK.RollVel = frandom[justtobesafe](1, 2); + PUFSPRK.StartAlpha = 0.7; + PUFSPRK.FadeStep = -1; + PUFSPRK.Size = random[justtobesafe](20,50); + PUFSPRK.SizeStep = 4; + PUFSPRK.Lifetime = random[justtobesafe](6,35); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + + void SpawnDust() + { + int sparkcount = random[justtobesafe](7,9); + for(int i = 0; i < sparkcount; i++) + { + FSpawnParticleParams PUFSPRK; + string f = String.Format("%c", int("A") + random[justtobesafe](0,3)); + PUFSPRK.Texture = TexMan.CheckForTexture("DUST"..f..0); + PUFSPRK.Color1 = randompick[justtobesafe](0x6f5743, 0x875733, 0x6b4727); + PUFSPRK.Style = STYLE_TRANSLUCENT; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](3, 4) * (i * 0.5)), frandom[justtobesafe](-5,5)), wallNormal), frandom[justtobesafe](-2,3)); + } + else + { + vls = (random[justtobesafe](-5,5),random[justtobesafe](-5,5),random[justtobesafe](2,5)); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-1.75,-0.75)); + PUFSPRK.Startroll = randompick[justtobesafe](0,90,180,270,360); + PUFSPRK.RollVel = 0; + PUFSPRK.StartAlpha = 1.0; + PUFSPRK.FadeStep = 0.075; + PUFSPRK.Size = random[justtobesafe](4,6); + PUFSPRK.SizeStep = 0; + PUFSPRK.Lifetime = random[justtobesafe](12,18); + PUFSPRK.Pos = pos + (RotateVector(((frandom[justtobesafe](-5, 5)), 0), wallNormal), frandom[justtobesafe](-3,3)); + Level.SpawnParticle(PUFSPRK); + } + } + + void SpawnPuffSmoke(int dq = 1) + { + for(int i = 0; i < 2; i++) { + FSpawnParticleParams PUFSMK; + PUFSMK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0");//("SMK2A0"); //SMk3G0 + PUFSMK.Style = STYLE_TRANSLUCENT; + PUFSMK.Color1 = "7b634f"; + vector3 vls, accl; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](0, 6) * (i * 0.5)), frandom[justtobesafe](-1,1)), wallNormal), frandom[justtobesafe](-3,2)); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + else if(hitWhat >= 2) + { + vls.xy = (frandom[justtobesafe](-2,2), frandom[justtobesafe](-2,2)); + vls.z = 4 * (i * 0.5); + accl = -(0, 0, (0.3 * i)); + + if(hitWhat == 3) + { + vls.z *= -1; + accl.z *= -1; + } + } + else + { + vls = (frandom[justtobesafe](-1,1), frandom[justtobesafe](-1,1), 0); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + PUFSMK.vel = vls; + PUFSMK.accel = accl; + if(CeilingPic == SkyFlatNum) + PUFSMK.accel += (0.1, 0.05, 0.05);; + + PUFSMK.Flags = SPF_ROLL; + PUFSMK.StartRoll = random[justtobesafe](0,360); + PUFSMK.RollVel = random[justtobesafe](-4,4); + PUFSMK.StartAlpha = 0.8; + PUFSMK.FadeStep = -1; + PUFSMK.Size = random[justtobesafe](28,32); + PUFSMK.SizeStep = random[justtobesafe](1,3); + PUFSMK.Lifetime = 10; + vector2 posofs = RotateVector((5, 0), angle); + PUFSMK.Pos = vec3Offset(posofs.x, posofs.y, 0); + Level.SpawnParticle(PUFSMK); + } + } +} + +Class PB_BulletImpactWater : PB_BaseBulletImpact +{ + color waterColor; + property WaterColor: waterColor; + + Default + { + PB_BulletImpactWater.WaterColor "FFFFFF"; + } + + states + { + Spawn: + /*TNT1 A 0 { + A_SpawnProjectile("SparkX", 0, 0, random (0, 360), 2, random (0, 360)); + A_SpawnProjectile("HitSpark", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark22", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + A_SpawnProjectile("HitSpark23", 0, 0, frandom(0,1)*frandom (0, 360), 2, frandom(0,1)*frandom (30, 360)); + }*/ + Puff: + TNT1 A 0 NoDelay { + A_StartSound("bulletimpact/water", pitch: frandom(0.9, 1.1)); + if(random(0, 100) < 25) A_StartSound("ricochet/hit"); + + if(distfromplayer < DISTANT_THRESHOLD) + { + SpawnDust(); + SpawnPuffSmoke(); + } + SpawnMainPuff(); + } + Stop; + Melee: + TNT1 AAA 0 SpawnPuffSmoke();//A_SpawnProjectile ("OldschoolRocketSmokeTrail2", 0, 0, random (0, 360), 2, random (0, 360)); + stop; + } + + //anything that doesnt need to be an actor, is now not an actor + void SpawnMainPuff() + { + FSpawnParticleParams PUFSPRK; + PUFSPRK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0"); + PUFSPRK.Color1 = waterColor; + PUFSPRK.Style = STYLE_ADD; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector((2, 0), wallNormal), 0); + } + else + { + vls = (0,0,4); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-0.1, 0.1)); + PUFSPRK.Startroll = random[justtobesafe](0, 359); + PUFSPRK.RollVel = frandom[justtobesafe](1, 2); + PUFSPRK.StartAlpha = 0.7; + PUFSPRK.FadeStep = -1; + PUFSPRK.Size = random[justtobesafe](10,30); + PUFSPRK.SizeStep = 6; + PUFSPRK.Lifetime = random[justtobesafe](6,8); + PUFSPRK.Pos = pos; + Level.SpawnParticle(PUFSPRK); + } + + void SpawnDust() + { + int sparkcount = random[justtobesafe](7,9); + for(int i = 0; i < sparkcount; i++) + { + FSpawnParticleParams PUFSPRK; + string f = String.Format("%c", int("A") + random[justtobesafe](0,3)); + PUFSPRK.Texture = TexMan.CheckForTexture("LIQU"..f..0); + PUFSPRK.Color1 = waterColor; + PUFSPRK.Style = STYLE_ADD; + PUFSPRK.Flags = SPF_ROLL; + vector3 vls; + if(hitWhat == 1) + { + vls = (RotateVector(((frandom[justtobesafe](3, 4) * (i * 0.5)), frandom[justtobesafe](-5,5)), wallNormal), frandom[justtobesafe](-2,3)); + } + else + { + vls = (random[justtobesafe](-5,5),random[justtobesafe](-5,5),random[justtobesafe](2,9)); + } + PUFSPRK.Vel = vls; + PUFSPRK.accel = (0,0,frandom[justtobesafe](-1.75,-0.75)); + PUFSPRK.Startroll = randompick[justtobesafe](0,90,180,270,360); + PUFSPRK.RollVel = 0; + PUFSPRK.StartAlpha = 1.0; + PUFSPRK.FadeStep = 0.075; + PUFSPRK.Size = random[justtobesafe](4,6); + PUFSPRK.SizeStep = 3; + PUFSPRK.Lifetime = random[justtobesafe](12,18); + PUFSPRK.Pos = pos + (RotateVector((frandom[justtobesafe](-5, 5), frandom[justtobesafe](-5, 5)), wallNormal), frandom[justtobesafe](-3,3)); + Level.SpawnParticle(PUFSPRK); + } + } + + void SpawnPuffSmoke(int dq = 1) + { + for(int i = 0; i < 4; i++) { + FSpawnParticleParams PUFSMK; + PUFSMK.Texture = TexMan.CheckForTexture("X103"..String.Format("%c", 97 + random[justtobesafe](0, 25)).."0");//("SMK2A0"); //SMk3G0 + PUFSMK.Style = STYLE_ADD; + PUFSMK.Color1 = waterColor; + vector3 vls, accl; + if(hitWhat == 1) + { + vls = (RotateVector((0, frandom[justtobesafe](-5,5)), wallNormal), frandom[justtobesafe](-5,5)); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + else if(hitWhat >= 2) + { + vls.xy = (frandom[justtobesafe](-2,2), frandom[justtobesafe](-2,2)); + vls.z = 4 * (i * 0.5); + accl = -(0, 0, (0.3 * i)); + + if(hitWhat == 3) + { + vls.z *= -1; + accl.z *= -1; + } + } + else + { + vls = (frandom[justtobesafe](-5,5), frandom[justtobesafe](-5,5), 0); + accl = -(vls.xy * 0.07, (0.1 * i)); + } + PUFSMK.vel = vls; + PUFSMK.accel = accl; + PUFSMK.Flags = SPF_ROLL; + PUFSMK.StartRoll = random[justtobesafe](0,360); + PUFSMK.RollVel = random[justtobesafe](-4,4); + PUFSMK.StartAlpha = 0.8; + PUFSMK.FadeStep = -1; + PUFSMK.Size = random[justtobesafe](28,32); + PUFSMK.SizeStep = 5; + PUFSMK.Lifetime = 10; + vector2 posofs = RotateVector((frandom[justtobesafe](-10, 10), frandom[justtobesafe](-10, 10)), angle); + PUFSMK.Pos = vec3Offset(posofs.x, posofs.y, 0); + Level.SpawnParticle(PUFSMK); + } + } +} + +class PB_BulletImpactBlood : PB_BulletImpactWater +{ + Default { + PB_BulletImpactWater.WaterColor "FF0000"; + } +} + +class PB_BulletImpactSlime : PB_BulletImpactWater +{ + Default { + PB_BulletImpactWater.WaterColor "533f1f"; + } +} + +class PB_BulletImpactNukage : PB_BulletImpactWater +{ + Default { + PB_BulletImpactWater.WaterColor "3f832f"; + } +} \ No newline at end of file diff --git a/zscript/Effects/Smoke.old.bak b/zscript/Effects/Smoke.old.bak deleted file mode 100644 index a2a3cac9fe..0000000000 --- a/zscript/Effects/Smoke.old.bak +++ /dev/null @@ -1,81 +0,0 @@ -// [gng] partially based on beautiful doom's smoke -// https://github.com/jekyllgrim/Beautiful-Doom/blob/96fcd0cec039eca762a8b206e522e8111a62ad95/Z_BDoom/bd_main.zc#L932 -class PB_GunFireSmoke: Actor -{ - Default { - Alpha 0.5; - //Scale 0.2; - Renderstyle "Add"; - Speed 1; - BounceFactor 0; - Radius 0; - Height 0; - Mass 0; - +NOBLOCKMAP; - +NOTELEPORT; - +DONTSPLASH; - +MISSILE; - +FORCEXYBILLBOARD; - //+CLIENTSIDEONLY; - +NOINTERACTION; - +NOGRAVITY; - +THRUACTORS; - +ROLLSPRITE; - +ROLLCENTER; - +NOCLIP; - } - - double dissipateRotation; - vector3 posOfs; - int m_sprite; - - double blowSpeed; - - override void PostBeginPlay() - { - dissipateRotation = frandom(0.7, 1.4) * randompick(-1, 1); - bXFLIP = randompick(0, 1); - bYFLIP = randompick(0, 1); - m_sprite = random(0, 17); - } - - States - { - Spawn: - SMOK A 1 { - invoker.frame = invoker.m_sprite; - if(GetAge() < 18) - { - A_Fadeout(0.015, FTF_CLAMP|FTF_REMOVE); - scale *= blowSpeed; - vel *= 0.85; - roll += dissipateRotation; - dissipateRotation *= 0.96; - - if(CeilingPic == SkyFlatNum) { - vel.y += 0.02; // wind - vel.z += 0.01; - vel.x -= 0.01; - } - } - else - { - A_Fadeout(0.01, FTF_CLAMP|FTF_REMOVE); - scale *= 1.01; - vel *= 0.7; - roll += dissipateRotation; - dissipateRotation *= 0.95; - - if(CeilingPic == SkyFlatNum) { - vel.y += 0.03; // wind - vel.z += 0.015; - vel.x -= 0.015; - } - - if (alpha < 0.1) - A_FadeOut(0.005, FTF_CLAMP|FTF_REMOVE); - } - } - Loop; - } -} diff --git a/zscript/Effects/Smoke.zs b/zscript/Effects/Smoke.zs index f22ed5ef95..7dcd1269ab 100644 --- a/zscript/Effects/Smoke.zs +++ b/zscript/Effects/Smoke.zs @@ -1,17 +1,19 @@ +#include "zscript/Effects/BulletImpacts.zs" + // [gng] partially based on beautiful doom's smoke // https://github.com/jekyllgrim/Beautiful-Doom/blob/96fcd0cec039eca762a8b206e522e8111a62ad95/Z_BDoom/bd_main.zc#L932 class PB_GunFireSmoke: Actor { Default { - Alpha 0.5; + Alpha 0.3; //Scale 0.2; - Renderstyle "Translucent"; + Renderstyle "Add"; Speed 1; BounceFactor 0; Radius 0; Height 0; Mass 0; - Scale 0.8; + Scale 0.22; +NOBLOCKMAP; +NOTELEPORT; +DONTSPLASH; @@ -35,7 +37,6 @@ class PB_GunFireSmoke: Actor override void BeginPlay() { ChangeStatNum(STAT_PB_SMOKE); - NashGoreStatics.QueueSmoke(); Super.BeginPlay(); blowSpeed = 1.02; @@ -57,7 +58,8 @@ class PB_GunFireSmoke: Actor if(Level.IsFrozen()) return; - if(GetAge() < 5) + int age = GetAge(); + if(age < 5 && age > 1) { A_Fadeout(0.05 * fadeSpeed, FTF_CLAMP|FTF_REMOVE); scale *= blowSpeed; @@ -137,4 +139,4 @@ class PB_CasingEjectionSmoke : PB_GunFireSmoke } Loop; } -} \ No newline at end of file +} diff --git a/zscript/FastMaterialCheck.zs b/zscript/FastMaterialCheck.zs index 702bebdc2c..2d9103de45 100644 --- a/zscript/FastMaterialCheck.zs +++ b/zscript/FastMaterialCheck.zs @@ -2,13 +2,13 @@ class PB_Materialsys : StaticEventHandler { map materialKeyMap; array materialRanges; - array textureNames; + array textureNames; int lastMaterialKey; // format: // range from, range to, key // key is used for identifying material type - void SetupMaterial(array refArray, name materialId) + void SetupMaterial(array refArray, name materialId) { // console.printf("PB_Materialsys: Setting up %s...", materialId); // push initial range @@ -17,8 +17,8 @@ class PB_Materialsys : StaticEventHandler // dump textures in the names array for (int i = 0; i < refArray.Size(); i++) { - textureNames.Push(refArray[i]); - // console.printf("PB_Materialsys: Texture %s added to %s", refArray[i], materialId); + textureNames.Push(refArray[i].MakeLower()); + console.printf("PB_Materialsys: Texture %s added to %s", refArray[i], materialId); } // push end range @@ -29,15 +29,29 @@ class PB_Materialsys : StaticEventHandler materialRanges.Push(lastMaterialKey); materialKeyMap.Insert(lastMaterialKey, materialId); - // console.printf("PB_Materialsys: %s takes range %i..%i, with a key of %i.", materialId, materialRanges[materialRanges.Size() - 3], materialRanges[materialRanges.Size() - 2], materialRanges[materialRanges.Size() - 1]); - // console.printf("PB_Materialsys: Finished setting up %s.", materialId); + console.printf("PB_Materialsys: %s takes range %i..%i, with a key of %i.", materialId, materialRanges[materialRanges.Size() - 3], materialRanges[materialRanges.Size() - 2], materialRanges[materialRanges.Size() - 1]); + console.printf("PB_Materialsys: Finished setting up %s.", materialId); } - clearscope static name GetMaterialFromTexName(name texName) + clearscope static name GetMaterialFromTexName(string texName) { PB_Materialsys seh = PB_Materialsys(PB_Materialsys.Find("PB_Materialsys")); - int matIndex = seh.textureNames.Find(texname); - if(matIndex == seh.textureNames.Size()) return 'err_nomaterialfound'; + int matindex; + + texName = texName.MakeLower(); + + for(int i = 0; i < seh.textureNames.Size(); i++) + { + if(texName.IndexOf(seh.textureNames[i]) == 0) + { + matIndex = i; + break; + } + } + + // [gng] double check here or else it plays WATER sounds + if(texName.IndexOf(seh.textureNames[matindex]) < 0) + return 'err_nomaterialfound'; // i = from range // i + 1 = to range @@ -46,7 +60,10 @@ class PB_Materialsys : StaticEventHandler { // console.printf("%i %i %i", seh.materialRanges[i], seh.materialRanges[i + 1], seh.materialRanges[i + 2]); if(matIndex >= seh.materialRanges[i] && matIndex <= seh.materialRanges[i + 1]) + { + // console.printf("%s", seh.materialKeyMap.GetIfExists(seh.materialRanges[i + 2])); return seh.materialKeyMap.GetIfExists(seh.materialRanges[i + 2]); + } } return 'err_escapedloop'; @@ -56,9 +73,9 @@ class PB_Materialsys : StaticEventHandler override void OnRegister() { console.printf("PB_Materialsys: Setting up material system."); - // double startTime = MsTimeF(); + double startTime = MsTimeF(); - array texnamesBuf; + array texnamesBuf; for (int i = 0; i < FLATS_WATER.Size(); i++) texnamesBuf.Push(FLATS_WATER[i]); @@ -70,9 +87,9 @@ class PB_Materialsys : StaticEventHandler SetupMaterial(texnamesBuf, "slime"); texnamesBuf.Clear(); - for (int i = 0; i < FLATS_SLIMY.Size(); i++) - texnamesBuf.Push(FLATS_SLIMY[i]); - SetupMaterial(texnamesBuf, "slimy"); + for (int i = 0; i < FLATS_FLESH.Size(); i++) + texnamesBuf.Push(FLATS_FLESH[i]); + SetupMaterial(texnamesBuf, "flash"); texnamesBuf.Clear(); for (int i = 0; i < FLATS_LAVA.Size(); i++) @@ -130,23 +147,23 @@ class PB_Materialsys : StaticEventHandler SetupMaterial(texnamesBuf, "gravel"); texnamesBuf.Clear(); - // console.printf("PB_Materialsys: Materials set up. took %fms", MsTimeF() - startTime); + console.printf("PB_Materialsys: Materials set up. took %fms", MsTimeF() - startTime); } // definitions // TODO: turn this into a lump? - static const name FLATS_SLIME[] = { "BDT_WFL", "BDT_BFL", "BDT_AFL", "BDT_SFL1", "BDT_SFL2", "NUKAGE1", "NUKAGE2", "NUKAGE3", "SLIME01", "SLIME02", "SLIME03", "SLIME04", "SLIME05", "SLIME06", "SLIME07", "SLIME08" }; - static const name FLATS_WATER[] = { "FWATER1", "FWATER2", "FWATER3", "FWATER4", "BLOOD1", "BLOOD2", "BLOOD3" }; - static const name FLATS_SLIMY[] = { "SFLR6_1","SFLR6_4","SFLR7_1","SFLR7_4" }; - static const name FLATS_LAVA[] = { "LAVA1","LAVA2","LAVA3","LAVA4","BDT_LFL" }; - static const name FLATS_ROCK[] = { "SLIME09","SLIME10","SLIME11","SLIME12","RROCK01","RROCK02","RROCK05","RROCK06","RROCK07","RROCK08","FLAT1","FLAT1_1","FLAT1_2","FLAT5_6","FLAT5_7","FLAT5_8","FLOOR5_4","GRNROCK","MFLR8_2","MFLR8_3","RROCK03","RROCK04","RROCK09","RROCK10","RROCK11","RROCK12","RROCK13","RROCK14","RROCK15","SLIME13" }; - static const name FLATS_WOOD[] = { "FLOOR0_2","CEIL1_1","CRATOP1","CRATOP2","FLAT5_1","FLAT5_2" }; - static const name FLATS_TILEA[] = { "CEIL1_3","CEIL3_3","CEIL3_4","COMP01","FLAT2","FLAT3","FLAT8","FLAT9","FLAT17","FLAT18","FLAT19","FLOOR0_6","FLOOR0_7","FLOOR3_3","FLOOR4_1","FLOOR4_5","FLOOR4_6","FLOOR4_8","FLOOR5_1","FLOOR5_2","FLOOR5_3","TLITE6_1","TLITE6_4","TLITE6_5","TLITE6_6" }; - static const name FLATS_TILEB[] = { "DEM1_1","DEM1_2","DEM1_3","DEM1_4","DEM1_5","DEM1_6","FLOOR7_2" }; - static const name FLATS_HARD[] = { "CEIL3_1","CEIL3_2","CEIL3_5","CEIL3_6","CEIL5_1","CEIL5_2","FLAT5","FLOOR0_1","FLOOR0_3","FLOOR1_6","FLOOR1_7","FLOOR7_1","GRNLITE1","MFLR8_1" }; - static const name FLATS_CARPET[] = { "CEIL4_1","CEIL4_2","CEIL4_3","FLAT5_3","FLAT5_4","FLAT5_5","FLAT14","FLOOR1_1" }; - static const name FLATS_METALA[] = { "FLOOR0_5","CEIL1_2","FLAT1_3","FLAT20","GATE1","GATE2","GATE3","SLIME14","SLIME15","SLIME16","STEP1","STEP2" }; - static const name FLATS_METALB[] = { "CONS1_1","CONS1_5","CONS1_7","FLAT4","FLAT22","FLAT23","GATE4" }; - static const name FLATS_DIRT[] = { "FLAT10","GRASS1","GRASS2","MFLR8_4","RROCK16","RROCK17","RROCK18","RROCK19","RROCK20" }; - static const name FLATS_GRAVEL[] = { "FLOOR6_1","FLOOR6_2" }; + static const string FLATS_SLIME[] = { "SFALL", "BFALL", "BDT_WFL", "BDT_BFL", "BDT_AFL", "BDT_SFL1", "BDT_SFL2", "NUKAGE1", "NUKAGE2", "NUKAGE3", "SLIME01", "SLIME02", "SLIME03", "SLIME04", "SLIME05", "SLIME06", "SLIME07", "SLIME08" }; + static const string FLATS_WATER[] = { "FWATER1", "FWATER2", "FWATER3", "FWATER4", "BLOOD1", "BLOOD2", "BLOOD3", "WATER", "BLOOD", "WFALL", "BDT_W", "BDT_B", "BDT_S" }; + static const string FLATS_FLESH[] = { "SFLR6_1","SFLR6_4","SFLR7_1","SFLR7_4" }; + static const string FLATS_LAVA[] = { "LAVA1","LAVA2","LAVA3","LAVA4","BDT_LFL" }; + static const string FLATS_ROCK[] = { "SLIME09","SLIME10","SLIME11","SLIME12","RROCK01","RROCK02","RROCK05","RROCK06","RROCK07","RROCK08","FLAT1","FLAT1_1","FLAT1_2","FLAT5_6","FLAT5_7","FLAT5_8","FLOOR5_4","GRNROCK","MFLR8_2","MFLR8_3","RROCK03","RROCK04","RROCK09","RROCK10","RROCK11","RROCK12","RROCK13","RROCK14","RROCK15","SLIME13", "STONE6", "STONE7", "SW1STON6", "TANROCK", "ZIMMER3", "ZIMMER4" }; + static const string FLATS_WOOD[] = { "FLOOR0_2","CEIL1_1","CRATOP1","CRATOP2","FLAT5_1","FLAT5_2", "WOOD", "PAN", "CRAT", "PANEL", "STUCCO", "FLAT5_1", "FLAT5_2", "CEIL1_1", "FLOOR0_1", "FLOOR0_2", "FLOOR0_3", "FLOOR7_1", "FLAT5_5", "TANROCK2", "TANROCK3", "TANROCK8", "ZZWOLF5", "ZZWOLF6", "ZZWOLF7", "BIGDOOR5", "BIGDOOR6", "BIGDOOR7", "ZZWOLF5" }; + static const string FLATS_TILEA[] = { "CEIL1_3","CEIL3_3","CEIL3_4","COMP01","FLAT2","FLAT3","FLAT8","FLAT9","FLAT17","FLAT18","FLAT19","FLOOR0_6","FLOOR0_7","FLOOR3_3","FLOOR4_1","FLOOR4_5","FLOOR4_6","FLOOR4_8","FLOOR5_1","FLOOR5_2","FLOOR5_3","TLITE6_1","TLITE6_4","TLITE6_5","TLITE6_6" }; + static const string FLATS_TILEB[] = { "DEM1_1","DEM1_2","DEM1_3","DEM1_4","DEM1_5","DEM1_6","FLOOR7_2" }; + static const string FLATS_HARD[] = { "CEIL3_1","CEIL3_2","CEIL3_5","CEIL3_6","CEIL5_1","CEIL5_2","FLAT5","FLOOR0_1","FLOOR0_3","FLOOR1_6","FLOOR1_7","FLOOR7_1","GRNLITE1","MFLR8_1" }; + static const string FLATS_CARPET[] = { "CEIL4_1","CEIL4_2","CEIL4_3","FLAT5_3","FLAT5_4","FLAT5_5","FLAT14","FLOOR1_1" }; + static const string FLATS_METALA[] = { "FLOOR0_5","CEIL1_2","FLAT1_3","FLAT20","GATE1","GATE2","GATE3","SLIME14","SLIME15","SLIME16","STEP1","STEP2", "SHAWN", "SILVER", "BRONZ", "SUPPORT", "ZZZFACE6", "ZZZFACE7", "ZZZFACE8", "ZZZFACE9", "FLOOR0_6", "FLOOR0_7", "FLOOR3_3", "FLOOR4_1", "FLOOR4_5", "FLOOR4_8", "FLOOR5_1", "STEP", "CEIL5_2", "FLAT22", "FLAT23", "CONS", "CEIL1_1", "CEIL1_2", "CEIL1_1", "SLIME14", "SLIME15", "SLIME16", "LITE", "COMM", "SW2MET", "BIGDOOR1", "BIGDOOR2", "BIGDOOR3", "BIGDOOR4", "DOOR", "EXITDOOR", "SPCDOOR", "BRNSMAL", "PLAT" }; + static const string FLATS_METALB[] = { "CONS1_1","CONS1_5","CONS1_7","FLAT4","FLAT22","FLAT23","GATE4", "PIPE", "FLAT4", "COMP", "TEK", "MIDS", "MIDB", "FLAT23", "METAL", "SPACE", "STAR" }; + static const string FLATS_DIRT[] = { "FLAT10","GRASS1","GRASS2","MFLR8_4","RROCK16","RROCK17","RROCK18","RROCK19","RROCK20", "ASHWALL3", "ASHWALL4", "ZIMMER5" }; + static const string FLATS_GRAVEL[] = { "FLOOR6_1","FLOOR6_2" }; } \ No newline at end of file diff --git a/zscript/MathNMixins.zsc b/zscript/MathNMixins.zsc index 5de9fd56fb..ec25945245 100644 --- a/zscript/MathNMixins.zsc +++ b/zscript/MathNMixins.zsc @@ -1,5 +1,16 @@ class PB_Math abstract { + // [gng] thank you agent ash as usual for the math functions + clearscope static vector2 GetLineNormal(int iSide, Line vLine) + { + vector2 lineNormal = (-vLine.delta.y, vLine.delta.x).Unit(); + + if(!iSide) + lineNormal *= -1; + + return lineNormal; + } + ClearScope Static Vector3 VecFromAngles (double angle, double pitch, double mag = 1.) { double cosp = cos(pitch); diff --git a/zscript/Monsters/PBMonster.zsc b/zscript/Monsters/PBMonster.zsc index d4f887b532..f4e93f1db9 100644 --- a/zscript/Monsters/PBMonster.zsc +++ b/zscript/Monsters/PBMonster.zsc @@ -53,6 +53,27 @@ class PB_Monster : Actor abstract //The main custom A_Chase function int retargetSkips; + + double tailPitch; + property TailPitch : tailPitch; + + action void PB_DynamicTailMonster(string tailInside, string tailOutside) + { + string tmpTailSound; + if(Ceilingpic == SkyFlatNum && tailOutside) + tmpTailSound = "ext/"..tailOutside; + else if(tailInside) + tmpTailSound = "int/"..tailInside; + else + return; + + double sndPitch = frandom(0.75, 1.25) * invoker.tailPitch; + + A_StartSound("weapons/atmo/"..tmpTailSound, 19, 0.5, pitch: sndPitch); + A_StartSound("weapons/atmo/dist/"..tmpTailSound, 20, 0.6, pitch: sndPitch); + A_StartSound("weapons/atmo/far/"..tmpTailSound, 21, pitch: sndPitch); + A_StartSound("weapons/atmo/med/"..tmpTailSound, 22, pitch: sndPitch); + } void A_SmartChase(statelabel s1 = "_a_chase_default", statelabel s2 = "_a_chase_default", int flags = 0) { diff --git a/zscript/Monsters/Sergeants/ZombieSergeant.zc b/zscript/Monsters/Sergeants/ZombieSergeant.zc index 6082d75a8a..504de748df 100644 --- a/zscript/Monsters/Sergeants/ZombieSergeant.zc +++ b/zscript/Monsters/Sergeants/ZombieSergeant.zc @@ -57,6 +57,8 @@ Class PB_ShotgunGuy : PB_Monster PB_Monster.AttackRange 1000; PB_Monster.PBMonSpeed 4, 3, 1.5, 2; + + PB_Monster.TailPitch 1.5; } int movement_direction; @@ -249,7 +251,7 @@ Class PB_ShotgunGuy : PB_Monster Attack1: SPOS EE 5 A_FaceTarget(); SPOS F 5 BRIGHT PB_Sergeant_FireShotgun(); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SPOS E 1 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -267,7 +269,7 @@ Class PB_ShotgunGuy : PB_Monster Attack2: SPOS EE 5 A_FaceTarget(); SPOS F 5 BRIGHT PB_Sergeant_FireShotgun(); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SPOS E 1 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -280,7 +282,7 @@ Class PB_ShotgunGuy : PB_Monster SPSR B 5 A_StartSound("weapons/sgpump", 3); SPSR A 5 A_FaceTarget(); SPOS E 5 A_FaceTarget(); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SPOS F 5 BRIGHT PB_Sergeant_FireShotgun(); SPOS E 1 { A_FaceTarget(); @@ -299,7 +301,7 @@ Class PB_ShotgunGuy : PB_Monster Attack3: SZL1 AA 5; SZL1 C 4 BRIGHT PB_Sergeant_FireShotgun (42, 40); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SZL1 A 4; SZL1 B 5 A_StartSound("weapons/sgmvpump", 2); SZL1 A 5 A_StartSound("weapons/sgpump", 3); @@ -309,7 +311,7 @@ Class PB_ShotgunGuy : PB_Monster return A_JumpIfInventory("SergeantAmmo", 8, "Reload"); } SZL1 C 4 BRIGHT PB_Sergeant_FireShotgun (42, 40); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SZL1 A 4; SZL1 B 5 A_StartSound("weapons/sgmvpump", 2); SZL1 A 5 A_StartSound("weapons/sgpump", 3); @@ -319,7 +321,7 @@ Class PB_ShotgunGuy : PB_Monster return A_JumpIfInventory("SergeantAmmo", 8, "Reload"); } SZL1 C 4 BRIGHT PB_Sergeant_FireShotgun (42, 40); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SZL1 A 4; SZL1 B 5 A_StartSound("weapons/sgmvpump", 2); SZL1 A 5 A_StartSound("weapons/sgpump", 3); @@ -358,7 +360,7 @@ Class PB_ShotgunGuy : PB_Monster TNT1 A 0 A_GiveInventory("IsProning", 1); ZDE6 EE 6 A_FaceTarget(); ZDE6 F 5 BRIGHT PB_Sergeant_FireShotgun (8, 6); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); ZDE6 E 5 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -373,7 +375,7 @@ Class PB_ShotgunGuy : PB_Monster A_StartSound("weapons/sgpump", 3); } ZDE6 F 5 BRIGHT PB_Sergeant_FireShotgun (8, 6); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); ZDE6 E 5 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -388,7 +390,7 @@ Class PB_ShotgunGuy : PB_Monster A_StartSound("weapons/sgpump", 3); } ZDE6 F 5 BRIGHT PB_Sergeant_FireShotgun (8, 6); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); ZDE6 E 5 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); diff --git a/zscript/Monsters/Sergeants/ZombieSergeantHelmet.zc b/zscript/Monsters/Sergeants/ZombieSergeantHelmet.zc index 7f78d64fed..82f066f9e2 100644 --- a/zscript/Monsters/Sergeants/ZombieSergeantHelmet.zc +++ b/zscript/Monsters/Sergeants/ZombieSergeantHelmet.zc @@ -170,7 +170,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy Attack1: SSV1 EE 5 A_FaceTarget(); SSV1 F 5 BRIGHT PB_Sergeant_FireShotgun(); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SSV1 E 1 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -188,7 +188,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy Attack2: SSV1 EE 5 A_FaceTarget(); SSV1 F 5 BRIGHT PB_Sergeant_FireShotgun(); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SSV1 E 1 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -202,7 +202,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy SSV1 C 4; SSV1 E 5 A_FaceTarget(); SSV1 F 5 BRIGHT PB_Sergeant_FireShotgun(); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SSV1 E 1 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -220,7 +220,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy Attack3: SZL2 AA 5; SZL2 C 4 BRIGHT PB_Sergeant_FireShotgun (42, 40); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SZL2 A 4; SZL2 B 5 A_StartSound("weapons/sgmvpump", 2); TNT1 A 0 A_SpawnItemEX("ShotgunCasing",0,0,28,frandom(3,5),frandom(3,4),frandom(8,11)); @@ -231,7 +231,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy return A_JumpIfInventory("SergeantAmmo", 8, "Reload"); } SZL2 C 4 BRIGHT PB_Sergeant_FireShotgun (42, 40); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SZL2 A 4; SZL2 B 5 A_StartSound("weapons/sgmvpump", 2); TNT1 A 0 A_SpawnItemEX("ShotgunCasing",0,0,28,frandom(3,5),frandom(3,4),frandom(8,11)); @@ -242,7 +242,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy return A_JumpIfInventory("SergeantAmmo", 8, "Reload"); } SZL2 C 4 BRIGHT PB_Sergeant_FireShotgun (42, 40); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); SZL2 A 4; SZL2 B 5 A_StartSound("weapons/sgmvpump", 2); TNT1 A 0 A_SpawnItemEX("ShotgunCasing",0,0,28,frandom(3,5),frandom(3,4),frandom(8,11)); @@ -283,7 +283,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy TNT1 A 0 A_GiveInventory("IsProning", 1); ZDE7 EE 6 A_FaceTarget(); ZDE7 F 5 BRIGHT PB_Sergeant_FireShotgun (26, 24); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); ZDE7 E 5 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -299,7 +299,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy A_StartSound("weapons/sgpump", 3); } ZDE7 F 5 BRIGHT PB_Sergeant_FireShotgun (26, 24); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); ZDE7 E 5 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); @@ -315,7 +315,7 @@ Class PB_ShotgunGuyHelmet : PB_ShotgunGuy A_StartSound("weapons/sgpump", 3); } ZDE7 F 5 BRIGHT PB_Sergeant_FireShotgun (26, 24); - TNT1 A 0 A_StartSound("ShotgunDistantGunshot", 3); + TNT1 A 0 PB_DynamicTailMonster("shotgun", "shotgun"); ZDE7 E 5 { A_FaceTarget(); A_GiveInventory("SergeantAmmo", 1); diff --git a/zscript/Monsters/Sergeants/ZombieSergeantShield.zc b/zscript/Monsters/Sergeants/ZombieSergeantShield.zc index 823aba1421..615e2494a8 100644 --- a/zscript/Monsters/Sergeants/ZombieSergeantShield.zc +++ b/zscript/Monsters/Sergeants/ZombieSergeantShield.zc @@ -10,6 +10,8 @@ Class PB_RiotShieldGuy : PB_ShotgunGuy DropItem "RiotShieldDrop"; PB_Monster.CanIRoll false; PB_Monster.CanIFallback false; + + PB_Monster.TailPitch 0.8; } override void PostBeginPlay() @@ -158,6 +160,7 @@ Class PB_RiotShieldGuy : PB_ShotgunGuy RPSZ E 4 A_FaceTarget(); RPSZ F 4 BRIGHT { A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_SpawnProjectile("OrangeLensFlareAlt", 34, 10, 15, 0); //A_SpawnProjectile("PB_PistolBullet", 28, 0, random(-12, 12), 0); @@ -173,6 +176,7 @@ Class PB_RiotShieldGuy : PB_ShotgunGuy TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER); RPSZ F 4 BRIGHT { A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_SpawnProjectile("OrangeLensFlareAlt", 34, 10, 15, 0); //A_SpawnProjectile("PB_PistolBullet", 28, 0, random(-12, 12), 0); @@ -186,6 +190,7 @@ Class PB_RiotShieldGuy : PB_ShotgunGuy TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER); RPSZ F 4 BRIGHT { A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_SpawnProjectile("OrangeLensFlareAlt", 34, 10, 15, 0); //A_SpawnProjectile("PB_PistolBullet", 28, 0, random(-12, 12), 0); diff --git a/zscript/Monsters/ZombieMen/ZombieMan.zc b/zscript/Monsters/ZombieMen/ZombieMan.zc index ad2abb3293..8ac1a61b93 100644 --- a/zscript/Monsters/ZombieMen/ZombieMan.zc +++ b/zscript/Monsters/ZombieMen/ZombieMan.zc @@ -76,6 +76,7 @@ Class PB_ZombieMan : PB_Monster } A_SpawnItem ("PB_EmptyBrass", 0, 30,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } void A_CombatDialogueHandler() @@ -276,6 +277,7 @@ Class PB_ZombieMan : PB_Monster A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P055 E 4 A_FaceTarget(); P055 E 2 BRIGHT { @@ -285,6 +287,7 @@ Class PB_ZombieMan : PB_Monster A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P055 E 4 A_FaceTarget(); P055 E 2 BRIGHT { @@ -294,6 +297,7 @@ Class PB_ZombieMan : PB_Monster A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P055 E 4 { A_GiveInventory("EnemyDMRAmmo", 3); @@ -312,6 +316,7 @@ Class PB_ZombieMan : PB_Monster A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P055 F 4 A_FaceTarget(); P055 F 2 BRIGHT { @@ -320,6 +325,7 @@ Class PB_ZombieMan : PB_Monster A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P055 F 4 A_FaceTarget(); P055 F 2 BRIGHT { @@ -328,6 +334,7 @@ Class PB_ZombieMan : PB_Monster A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P055 F 4 { A_FaceTarget(); diff --git a/zscript/Monsters/ZombieMen/ZombieManCarbine.zc b/zscript/Monsters/ZombieMen/ZombieManCarbine.zc index 87a31e33b1..26fb63d178 100644 --- a/zscript/Monsters/ZombieMen/ZombieManCarbine.zc +++ b/zscript/Monsters/ZombieMen/ZombieManCarbine.zc @@ -172,35 +172,40 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan RFTR F 2 BRIGHT { A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } RFTR E 2 A_FaceTarget(); RFTR F 2 BRIGHT { A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } RFTR E 2 A_FaceTarget(); RFTR F 2 BRIGHT { A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } RFTR E 2 A_FaceTarget(); RFTR F 2 BRIGHT { A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } RFTR E 2 A_FaceTarget(); RFTR F 2 BRIGHT { A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } RFTR E 3 { @@ -218,7 +223,8 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 42, 16, 15, 0); A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); } P066 E 8 A_FaceTarget(); P066 E 2 BRIGHT { @@ -227,7 +233,8 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 42, 16, 15, 0); A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); } P066 E 8 A_FaceTarget(); P066 E 2 BRIGHT { @@ -236,7 +243,8 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 42, 16, 15, 0); A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); } P066 E 2 { A_GiveInventory("EnemyCarbineAmmo", 3); @@ -254,7 +262,8 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 32, 16, 15, 0); A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); } P066 F 1 A_FaceTarget(); P066 F 1 BRIGHT { @@ -262,7 +271,8 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 32, 16, 15, 0); A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); } P066 F 1 A_FaceTarget(); P066 F 1 BRIGHT { @@ -270,7 +280,8 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 32, 16, 15, 0); A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); } P066 F 4 { A_FaceTarget(); @@ -671,13 +682,15 @@ Class PB_CarbineZombieman: PB_Zombieman //Replaces ZombieMan TNT1 A 0 A_FaceTarget(); 02DG A 5 A_Scream(); 02DG B 5 BRIGHT { - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_SpawnProjectile ("PB_RifleBullet", 24, 5, -20, 2, -20); } 02DG C 5; 02DG D 5 { - A_StartSound("Weapons/Carbine/Fire"); + A_StartSound("weapons/enemycarbine/fire"); + PB_DynamicTailMonster("ar", "ar"); A_SpawnProjectile("PB_EmptyBrass", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_SpawnProjectile ("PB_RifleBullet", 24, -5, 20, 2, 30); } diff --git a/zscript/Monsters/ZombieMen/ZombieManHelmet.zc b/zscript/Monsters/ZombieMen/ZombieManHelmet.zc index 211f0b08f9..e0c7e77ad5 100644 --- a/zscript/Monsters/ZombieMen/ZombieManHelmet.zc +++ b/zscript/Monsters/ZombieMen/ZombieManHelmet.zc @@ -180,18 +180,21 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan ZSV1 F 2 BRIGHT { A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); } ZSV1 E 4 A_FaceTarget(); ZSV1 F 2 BRIGHT { A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); } ZSV1 E 4 A_FaceTarget(); ZSV1 F 2 BRIGHT { A_SpawnProjectile("PB_RifleBullet", 32, 0, random(-8, 8), 1, random(-3, 3)); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); } ZSV1 E 4 { @@ -210,6 +213,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnItem ("PB_EmptyBrass", 0, 36,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P056 E 4 A_FaceTarget(); P056 E 2 BRIGHT { @@ -219,6 +223,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnItem ("PB_EmptyBrass", 0, 36,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P056 E 4 A_FaceTarget(); P056 E 2 BRIGHT { @@ -228,6 +233,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 39, 4); A_SpawnItem ("PB_EmptyBrass", 0, 36,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P056 E 2 { A_GiveInventory("EnemyDMRAmmo", 3); @@ -246,6 +252,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnItem ("PB_EmptyBrass", 0, 36,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P056 F 4 A_FaceTarget(); P056 F 2 BRIGHT { @@ -254,6 +261,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnItem ("PB_EmptyBrass", 0, 36,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P056 F 4 A_FaceTarget(); P056 F 2 BRIGHT { @@ -262,6 +270,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 32, 4) ; A_SpawnItem ("PB_EmptyBrass", 0, 36,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); } P056 F 4 { A_FaceTarget(); @@ -291,6 +300,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 6); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); ThrustThing(angle*256/360+movement_direction, 1, 0, 0); } P056 CC 2 { @@ -304,6 +314,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 6); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); ThrustThing(angle*256/360+movement_direction, 1, 0, 0); } P056 AA 2 { @@ -317,6 +328,7 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 6); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); ThrustThing(angle*256/360+movement_direction, 1, 0, 0); } P056 CC 2 { @@ -550,12 +562,14 @@ Class PB_HelmetZombieman: PB_Zombieman //Replaces ZombieMan Z6Z8 A 5 A_Scream(); Z6Z8 B 5 BRIGHT { A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); A_SpawnProjectile ("PB_RifleBullet", 24, 5, -20, 2, -20); } Z6Z8 C 5; Z6Z8 D 5 { A_StartSound("weapons/rifle"); + PB_DynamicTailMonster("lmg", "br"); A_SpawnItem ("PB_EmptyBrass", 0, 30,0); A_SpawnProjectile ("PB_RifleBullet", 24, -5, 20, 2, 30); } diff --git a/zscript/Monsters/ZombieMen/ZombieManHelmetPistol.zc b/zscript/Monsters/ZombieMen/ZombieManHelmetPistol.zc index c6be1a6453..fe5957eed1 100644 --- a/zscript/Monsters/ZombieMen/ZombieManHelmetPistol.zc +++ b/zscript/Monsters/ZombieMen/ZombieManHelmetPistol.zc @@ -8,6 +8,8 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan damagefactor "Head", 0.60; DropItem "PB_Pistol"; PB_Monster.MonDMGMult 0.90, 1.1, 0.70, 1.0, 0.95, 0.80; + + PB_Monster.TailPitch 0.8; } States { @@ -178,6 +180,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 47, 1) ; A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 0, 0); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } 9OS2 E 6 { @@ -194,6 +197,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 47, 1) ; A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 0, 0); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } 9OS2 E 8 A_FaceTarget(); @@ -202,6 +206,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 47, 1) ; A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 0, 0); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } 9OS2 E 6 { @@ -218,6 +223,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 15, 0); A_SpawnProjectile("MarineMuzzle1", 48, 1) ; A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } 9OS2 L 6 A_FaceTarget(); @@ -226,6 +232,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 15, 0); A_SpawnProjectile("MarineMuzzle1", 48, 1) ; A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } 9OS2 L 6 A_FaceTarget(); @@ -234,6 +241,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 15, 0); A_SpawnProjectile("MarineMuzzle1", 48, 1) ; A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } 9OS2 L 6 { @@ -252,6 +260,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 4) ; A_SpawnProjectile("EmptyBrassMP40", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); } 9OS2 K 6 A_FaceTarget(); 9OS2 J 3 BRIGHT { @@ -260,6 +269,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 3) ; A_SpawnProjectile("EmptyBrassMP40", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); } 9OS2 K 6 A_FaceTarget(); 9OS2 J 3 BRIGHT { @@ -268,6 +278,7 @@ Class PB_PistolZombieman2: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 3) ; A_SpawnProjectile("EmptyBrassMP40", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); } 9OS2 K 4 { A_FaceTarget(); diff --git a/zscript/Monsters/ZombieMen/ZombieManPistol.zc b/zscript/Monsters/ZombieMen/ZombieManPistol.zc index 153bad72b9..673fd26d57 100644 --- a/zscript/Monsters/ZombieMen/ZombieManPistol.zc +++ b/zscript/Monsters/ZombieMen/ZombieManPistol.zc @@ -6,6 +6,8 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan //$Category Project Brutality - Monsters/Former Humans/Zombiemen //$Sprite PSPOB1 DropItem "PB_Pistol"; + + PB_Monster.TailPitch 0.8; } States { @@ -174,6 +176,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 47, 1) ; A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 0, 0); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } PSPO E 6 { @@ -190,6 +193,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 47, 1) ; A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 0, 0); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } PSPO E 8 A_FaceTarget(); @@ -198,6 +202,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 47, 1) ; A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 0, 0); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } PSPO E 6 { @@ -214,6 +219,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 15, 0); A_SpawnProjectile("MarineMuzzle1", 48, 1) ; A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } PSPO J 6 A_FaceTarget(); @@ -222,6 +228,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 15, 0); A_SpawnProjectile("MarineMuzzle1", 48, 1) ; A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } PSPO J 6 A_FaceTarget(); @@ -230,6 +237,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("OrangeLensFlareAlt", 47, 5, 15, 0); A_SpawnProjectile("MarineMuzzle1", 48, 1) ; A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); A_SpawnProjectile("EmptyBrassMP40", 25, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); } PSPO J 6 { @@ -248,6 +256,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 4) ; A_SpawnProjectile("EmptyBrassMP40", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); } PSPO H 6 A_FaceTarget(); PSPO I 3 BRIGHT { @@ -256,6 +265,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 3) ; A_SpawnProjectile("EmptyBrassMP40", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); } PSPO H 6 A_FaceTarget(); PSPO I 3 BRIGHT { @@ -264,6 +274,7 @@ Class PB_PistolZombieman1: PB_Zombieman //Replaces ZombieMan A_SpawnProjectile("MarineMuzzle1", 34, 3) ; A_SpawnProjectile("EmptyBrassMP40", 31, 0, random(-80,-100), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random(45,80)); A_StartSound("weapons/pistol"); + PB_DynamicTailMonster("pistol", "pistol"); } PSPO H 4 { A_FaceTarget(); diff --git a/zscript/Monsters/ZombieMen/ZombieManPlasma.zc b/zscript/Monsters/ZombieMen/ZombieManPlasma.zc index 2feb295d4c..e1be3c8578 100644 --- a/zscript/Monsters/ZombieMen/ZombieManPlasma.zc +++ b/zscript/Monsters/ZombieMen/ZombieManPlasma.zc @@ -180,6 +180,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 3 A_FaceTarget(90,45); ZMAY F 1 BRIGHT { @@ -191,6 +192,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 3 A_FaceTarget(90,45); ZMAY F 1 BRIGHT { @@ -202,6 +204,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 2 { A_GiveInventory("ZombieManAmmo", 2); @@ -222,6 +225,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 3 A_FaceTarget(90,45); ZMAY F 1 BRIGHT { @@ -233,6 +237,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 3 A_FaceTarget(90,45); ZMAY F 1 BRIGHT { @@ -244,6 +249,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 3 A_FaceTarget(90,45); ZMAY F 1 BRIGHT { @@ -255,6 +261,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 3 A_FaceTarget(90,45); ZMAY F 1 BRIGHT { @@ -266,6 +273,7 @@ Class PB_PlasmaZombie : PB_Zombieman } A_SpawnProjectile("BlueFlareSpawn", 32, 16, 15, 0); A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); } ZMAY E 2 { A_GiveInventory("ZombieManAmmo", 3); @@ -731,11 +739,13 @@ Class PB_PlasmaZombie : PB_Zombieman 13DG B 4 BRIGHT { A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); A_SpawnProjectile ("ZombiePlasma", 24, 5, -20, 2, -20); } 13DG CD 4; 13DG E 4 BRIGHT { A_StartSound("PLSM9"); + PB_DynamicTailMonster('', "plasma"); A_SpawnProjectile ("ZombiePlasma", 24, -5, 20, 2, 30); A_NoBlocking(); } diff --git a/zscript/PB_Hud_FX.zs b/zscript/PB_Hud_FX.zs index 48ed855311..b44446c350 100644 --- a/zscript/PB_Hud_FX.zs +++ b/zscript/PB_Hud_FX.zs @@ -275,7 +275,7 @@ class PB_HUDFXHandler : EventHandler return; PB_PlayerPawn pmo = PB_PlayerPawn(players[consoleplayer].mo); - if(e.Thing == pmo && random(0, 10) > 8) + if(e.Thing == pmo && e.DamageType == 'Head') { EventHandler.SendInterfaceEvent(pmo.PlayerNumber(), "PB_HUDGlassBreak"); } diff --git a/zscript/Player/PlayerPawn.zc b/zscript/Player/PlayerPawn.zc index 4d8599a1b4..3270f3730a 100644 --- a/zscript/Player/PlayerPawn.zc +++ b/zscript/Player/PlayerPawn.zc @@ -2353,6 +2353,7 @@ class PlayerPawnBase : PlayerPawn { r.Y += clamp(YBobOffset, 0, SwayRange); } + } else { @@ -2364,34 +2365,29 @@ class PlayerPawnBase : PlayerPawn if(i == 0) p1 = r; else p2 = r; } - return p1 * (1. - ticfrac) + p2 * ticfrac; + return (p1 * (1. - ticfrac) + p2 * ticfrac) * (CountInv("Zoomed") >= 1 ? 0.2 : 1.0); } // The rest of Project Brutality player class - Default - { - - } void SpawnTankSprite() { - - TankTurretSprite = Spawn(TankTurretSpriteActor,self.pos + self.vel,ALLOW_REPLACE); } void DestroyTankSprites() - { - + { TankTurretSprite.Destroy(); TankTurretSprite = NULL; } - void SetTankSpritePosition(int spritestate,double angle = 0) + + // huh???? + /*void SetTankSpritePosition(int spritestate,double angle = 0) { { } - } + }*/ void CheckTargetHitRegistration() { diff --git a/zscript/Player/ZSPlayer.zsc b/zscript/Player/ZSPlayer.zsc index d23d3a4c17..de90743ae0 100644 --- a/zscript/Player/ZSPlayer.zsc +++ b/zscript/Player/ZSPlayer.zsc @@ -158,7 +158,7 @@ class PB_PlayerPawn : PlayerPawnBase //array to save all the upgrades static const string PB_ActUpgrades[] = { - "PB_Deagle", //slot 2 + "PB_Deagle", "PB_SMG", //slot 2 "PB_AutoshotgunUpgrade","PB_QuadSGUpgrade","PB_SGMagazine", //slot3 "PB_LMG","RifleUpgrade", //slot 4 "PB_Minigun","MinigunUpgraded"," PB_MinigunUpgrade", //slot 5 diff --git a/zscript/Weapons/BaseWeapon.zc b/zscript/Weapons/BaseWeapon.zc index 3e65f07ee9..c3b7726a31 100644 --- a/zscript/Weapons/BaseWeapon.zc +++ b/zscript/Weapons/BaseWeapon.zc @@ -78,6 +78,14 @@ class PB_WeaponBase : DoomWeapon property UsesWheel:hasWheelSpecial; property WheelInfo:wheelinfo; + + transient cvar smoketype; + + double tailVolume; + property TailSoundVolume : tailVolume; + + double tailPitch; + property TailPitch : tailPitch; //[AD] Use when all weapons converted to ZS /* @@ -94,6 +102,7 @@ class PB_WeaponBase : DoomWeapon PB_WeaponBase.UnloaderToken "HasUnloaded"; PB_WeaponBase.UsesWheel false; PB_WeaponBase.WheelInfo ""; + PB_WeaponBase.TailSoundVolume 0.8; //Weapon.WeaponScaleX 1.2; +DONTGIB } diff --git a/zscript/Weapons/BaseWeapon_Functions.zsc b/zscript/Weapons/BaseWeapon_Functions.zsc index c3886a7966..6a3359c468 100644 --- a/zscript/Weapons/BaseWeapon_Functions.zsc +++ b/zscript/Weapons/BaseWeapon_Functions.zsc @@ -1,5 +1,45 @@ extend class PB_WeaponBase { + action void PB_ReFire(statelabel flash = null) + { + let player = player; + + if (NULL == player) + { + return; + } + if (IsHoldingInput(BT_ATTACK) && player.health > 0) + { + invoker.sustainedFire++; + player.refire++; + player.mo.FireWeapon(ResolveState(flash)); + } + else + { + invoker.sustainedFire = 0; + player.refire = 0; + } + } + + uint16 sustainedFire; + float lowAmmoVol; + + action void PB_GunShot(sound shotSound, sound mechSound, string tailInside, string tailOutside, string ammoType = "default", string ammoItem = "SuperMario64ForTheXboxOne", int ammoUse = 1) + { + invoker.sustainedFire++; + + PB_LowAmmoSoundWarning(ammoType, ammoItem, ammoUse); + console.printf("%f", 0.1 + (invoker.lowAmmoVol * 0.3)); + A_StartSound(shotSound, CHAN_WEAPON, volume: Clamp(PB_Math.LinearMap(invoker.sustainedFire, 3.0, 1.0, 0.5, 1.0), 0.5, 1.0)); + A_StartSound(mechSound, CHAN_AUTO, volume: 0.1 + (invoker.lowAmmoVol * 0.9), pitch: 0.3 + invoker.lowAmmoVol); + PB_DynamicTail(tailInside, tailOutside); + } + + action void PB_ResetSustainedFire() + { + invoker.sustainedFire = 0; + } + //these functions were added to simplify part of the states from pb weapons //raises the weapon, and plays a raise sound if any @@ -119,16 +159,61 @@ extend class PB_WeaponBase } return resolvestate(null); } - // + + const TAIL_EXT_CHECK_SAMPLES = 4; + const TAIL_EXT_CHECK_ANGLE = 40; + const TAIL_EXT_CHECK_STEPS = TAIL_EXT_CHECK_ANGLE / double(TAIL_EXT_CHECK_SAMPLES); action void PB_DynamicTail(string tailInside, string tailOutside) - { - double tailVolume = CVar.GetCVar("pb_tailvolume", player).GetFloat(); + { + string tmpTailSound; + uint intSamples; + FLineTraceData ltrace; + + for(int i = 0; i < TAIL_EXT_CHECK_SAMPLES; i++) + { + LineTrace(angle, int.max, -90 + (i * TAIL_EXT_CHECK_STEPS), TRF_THRUHITSCAN | TRF_THRUACTORS, offsetz: player.ViewZ - pos.z, data: ltrace); + // JGP_VisualTrace.DrawParticlesBetweenPoints((pos.xy, player.ViewZ), ltrace.HitLocation, 2, 60*TICRATE); + + if(ltrace.HitTexture) + { + if(ltrace.HitTexture != SkyFlatNum) + intSamples++; + } + } + + double sndPitch = frandom(0.95, 1.05) * invoker.tailPitch; + double intSndVolume = intSamples / float(TAIL_EXT_CHECK_SAMPLES); + double extSndVolume = 1.0 - intSndVolume; + double vol; - if(Ceilingpic == SkyFlatNum) - A_StartSound("weapons/atmo/ext/"..tailOutside, CHAN_AUTO, volume: tailVolume, pitch: frandom(0.95, 1.05)); - else - A_StartSound("weapons/atmo/int/"..tailInside, CHAN_AUTO, volume: tailVolume, pitch: frandom(0.95, 1.05)); + for(int i = 0; i < 2; i++) + { + if(i == 1) { + if(extSndVolume <= 0.001 || !tailOutside) + continue; + + tmpTailSound = "ext/"..tailOutside; + vol = invoker.tailVolume * extSndVolume; + } + else { + if(intSndVolume <= 0.001 || !tailInside) + continue; + + tmpTailSound = "int/"..tailInside; + vol = invoker.tailVolume * intSndVolume; + } + + A_StartSound("weapons/atmo/"..tmpTailSound, CHAN_AUTO, volume: vol, pitch: sndPitch); + + // multiplayer thing + if(multiplayer && player != players[consoleplayer]) + { + A_StartSound("weapons/atmo/dist/"..tmpTailSound, CHAN_AUTO, volume: vol, pitch: sndPitch); + A_StartSound("weapons/atmo/far/"..tmpTailSound, CHAN_AUTO, volume: vol, pitch: sndPitch); + A_StartSound("weapons/atmo/med/"..tmpTailSound, CHAN_AUTO, volume: vol, pitch: sndPitch); + } + } } action void PB_LowAmmoSoundWarning(string type = "default", string ammoItem = "SuperMario64ForTheXboxOne", int ammoUse = 1) @@ -152,10 +237,13 @@ extend class PB_WeaponBase currentammocount /= ammoUse; lowammocount /= ammoUse; + + invoker.lowAmmoVol = 0.7; if(currentammocount <= lowammocount) { - double clickvolume = PB_Math.LinearMap(currentammocount, 1.0, lowammocount, 1.0, 0.70); + double clickvolume = clamp(PB_Math.LinearMap(currentammocount, 1.0, lowammocount, 1.0, 0.70), 0.7, 1.0); + invoker.lowAmmoVol = clickvolume; A_StartSound(sndName, CHAN_AUTO, CHANF_OVERLAP, clickvolume, ATTN_STATIC, frandompick(0.98, 1.0)); if(currentammocount == 1) @@ -364,9 +452,10 @@ extend class PB_WeaponBase //- L, 0 C, + R // [gng] credits to Agent_Ash for the position calculation, modified by me to fix the pitch bug - Action PB_GunFireSmoke PB_GunSmokeSpawn(vector3 ofs, vector3 vofs, string SActor = "PB_GunFireSmoke", double scalemul = 1.0, double alphamul = 1.0, double blowspeed = 1.02, double fadeSpeed = 1.0) + Action PB_GunFireSmoke PB_GunSmokeSpawn(vector3 ofs, vector3 vofs, string SActor = "PB_GunFireSmoke", double scalemul = 1.0, double alphamul = 1.0, double blowspeed = 1.02, double fadeSpeed = 1.0, bool rollSprite = true) { - ofs.z -= 5.5; + ofs.z -= 10.5; + ofs.y += 15; double fovOfs = (120 - self.player.desiredfov) / 3.f; // good enough Vector3 spos = PB_Math.RelativeToGlobalCoords((self.pos.xy, self.player.viewz), (self.angle, self.pitch, self.roll), (self.radius + ofs.y - (5.0 * abs(sin(self.pitch))) + fovOfs, -ofs.x, ofs.z), true); Vector3 svel = PB_Math.RelativeToGlobalCoords((self.vel.xy, 0), (self.angle, self.pitch, self.roll), vofs); @@ -377,131 +466,260 @@ extend class PB_WeaponBase { Smoke.master = invoker.owner; Smoke.vel += svel; - Smoke.A_FaceMovementDirection(); - double m_flScale = frandom(0.15,0.20); - Smoke.Scale *= m_flScale; - Smoke.A_SetRoll(random(0, 359)); + if(rollSprite) Smoke.A_SetRoll(random(0, 359)); Smoke.scale *= scalemul; Smoke.alpha *= alphamul; Smoke.blowSpeed = blowspeed; Smoke.fadeSpeed = fadeSpeed; } - return smoke; + return Smoke; } + // NONE of these functions should be called more than twice // [gng] alias for old PB_GunSmoke format function arguments Action void PB_GunSmoke_Basic(double d1 = 0, double d2 = 0 , double d3 = 0, string SActor = "PB_GunFireSmoke") { - PB_GunSmokeSpawn((d1, d2, d3), (0, 0, 0), SActor); + PB_GunSmokeSpawn((d1, d2, d3), (0, 0, 0), SActor, 0.5, 1.5, 1.2, 1.1); + NashGoreStatics.QueueSmoke(); } + // 5 actors Action void PB_GunSmoke(double d1 = 0, double d2 = 0 , double d3 = 0, string SActor = "PB_GunFireSmoke") { + if(!invoker.smoketype) + { + if(Player) invoker.smoketype = CVar.GetCVar("pb_gunsmoketype", Player); + else return; + } + + int tmpSmkTp = invoker.smoketype.GetInt(); + if(tmpSmkTp != 0) + { + if(tmpSmkTp == 1) + PB_GunSmoke_Basic(d1, d2, d3, SActor); + + return; + } // initial puff of muzzle gas - PB_GunSmokeSpawn( + /*PB_GunSmokeSpawn( (d1, d2, d3), // offsets (0, 0, 0), // velocites SActor, // actor 0.95, // scale multiplier 1.0, // alpha multiplier 1.02, // blow speed - 1.2 // fade speed - ); + 1.0 // fade speed + );*/ + PB_GunSmokeSpawn( (d1, d2 - 2, d3), // offsets (0, 0, -0.5), // velocites SActor, // actor 2.2, // scale multiplier - 0.5, // alpha multiplier + 0.6, // alpha multiplier 1.03 // blow speed ); - PB_GunSmokeSpawn( + + /*PB_GunSmokeSpawn( (d1, d2 + 6, d3), // offsets (1, 0, 0), // velocites SActor, // actor - 1.2, // scale multiplier - 0.9, // alpha multiplier + 2.2, // scale multiplier + 0.7, // alpha multiplier 1.05 // blow speed + );*/ + + PB_GunSmokeSpawn( + (d1, d2 + 5.1, d3), + (0, 0, 0), + SActor, + 3.5, + 0.5, + 1.01, + 1.0 ); + PB_GunSmokeSpawn( - (d1, d2 + 9.1, d3), - (1.12, 0, 0), + (d1, d2 + 18.6, d3), + (0, 0, 0), SActor, - 1.6, - 0.8, - 1.08, - 1.1 + 4.3, + 0.3, + 1.02, + 1.0 ); + + //shockwave + + vector2 smkPOfs; + + smkPOfs = (frandom(6, 10), frandom(-2, 2)); PB_GunSmokeSpawn( - (d1, d2 + 15.6, d3), - (1.44, 0, 0), + (d1 - 20, d2, d3 - smkPOfs.y), + (0, smkPOfs.x, -smkPOfs.y), SActor, - 2.2, - 0.8, - 1.10, - 1.15 + 4, + 0.4, + 1.5, + 1.2 ); + PB_GunSmokeSpawn( - (d1, d2 + 5.1, d3), - (0, 0, 0), + (d1 + 20, d2, d3 + smkPOfs.y), + (0, -smkPOfs.x, smkPOfs.y), SActor, - 2.5, - 0.3, - 1.01, + 5, + 0.4, + 1.5, 1.2 ); + + smkPOfs = (frandom(-6, -15), frandom(-6, 3)); PB_GunSmokeSpawn( - (d1, d2 + 13.6, d3), - (0, 0, 0), + (d1 - smkPOfs.x, d2, d3 + smkPOfs.y), + (0, smkPOfs.x * 0.5, smkPOfs.y * 0.5), SActor, - 3.3, - 0.3, - 1.02, + 1.4, + 0.5, + 1.3, + 1.2 + ); + + smkPOfs = (frandom(6, 15), frandom(-6, 3)); + PB_GunSmokeSpawn( + (d1 - smkPOfs.x, d2, d3 - smkPOfs.y), + (0, smkPOfs.x * 0.5, smkPOfs.y * 0.5), + SActor, + 1.4, + 0.5, + 1.3, + 1.2 + ); + + NashGoreStatics.QueueSmoke(); + } + + // 4 actors + Action void PB_GunSmoke_FlashHider(double d1 = 0, double d2 = 0 , double d3 = 0, string SActor = "PB_GunFireSmoke") + { + if(!invoker.smoketype) + { + if(Player) invoker.smoketype = CVar.GetCVar("pb_gunsmoketype", Player); + else return; + } + + int tmpSmkTp = invoker.smoketype.GetInt(); + if(tmpSmkTp != 0) + return; + + double spd = frandom(5, 8); + PB_GunSmokeSpawn( + (d1 + 12, d2, d3), + (0, -spd, -1), + SActor, + 1.5, + 0.6, + 1.2, + 1.2 + ); + PB_GunSmokeSpawn( + (d1 - 12, d2, d3), + (0, spd, -1), + SActor, + 1.5, + 0.6, + 1.2, 1.2 ); + + NashGoreStatics.QueueSmoke(); } + // 7 actors Action void PB_GunSmoke_Compensator(double d1 = 0, double d2 = 0 , double d3 = 0, string SActor = "PB_GunFireSmoke") { + if(!invoker.smoketype) + { + if(Player) invoker.smoketype = CVar.GetCVar("pb_gunsmoketype", Player); + else return; + } + + int tmpSmkTp = invoker.smoketype.GetInt(); + if(tmpSmkTp != 0) + { + if(tmpSmkTp == 1) + PB_GunSmoke_Basic(d1, d2, d3, SActor); + + return; + } + // initial puff of muzzle gas - PB_GunSmokeSpawn( + /*PB_GunSmokeSpawn( (d1, d2 - 2, d3), // offsets (0, 0, -0.5), // velocites SActor, // actor 2.2, // scale multiplier 0.5, // alpha multiplier 1.03 // blow speed - ); + );*/ PB_GunSmokeSpawn( (d1, d2, d3), (0, 0, 0), SActor, 1.5, 0.7, - 1.03 + 1.2 ); - // initial puff of muzzle gas + double spd = frandom(5, 8); PB_GunSmokeSpawn( - (d1, d2, d3), - (0, frandom(-1.2, -1.5), frandom(-0.2, 0.2)), + (d1 + 12, d2, d3), + (0, -spd, -1), + SActor, + 2.5, + 0.5, + 1.3, + 1.2 + ); + PB_GunSmokeSpawn( + (d1 - 12, d2, d3), + (0, spd, -1), + SActor, + 2.5, + 0.5, + 1.3, + 1.2 + ); + + actor tmpsmk; + // initial puff of muzzle gas + tmpsmk = PB_GunSmokeSpawn( + (d1 + 4, d2, d3), + (0, -spd*0.7, 0.2), SActor, - 0.3, + 0.6, 0.7, - 1.2 + 1.2, + 1.1, + false ); + if(tmpsmk) tmpsmk.scale.x *= 1.4; // initial puff of muzzle gas - PB_GunSmokeSpawn( - (d1, d2, d3), - (0, frandom(1.2, 1.5), frandom(-0.2, 0.2)), + tmpsmk = PB_GunSmokeSpawn( + (d1 - 4, d2, d3), + (0, spd*0.7, 0.2), SActor, - 0.3, + 0.6, 0.7, - 1.2 + 1.2, + 1.1, + false ); + if(tmpsmk) tmpsmk.scale.x *= 1.4; + PB_GunSmokeSpawn( (d1, d2 + 9.1, d3), (1.12, 0, 0), @@ -513,44 +731,43 @@ extend class PB_WeaponBase ); PB_GunSmokeSpawn( (d1, d2 + 15.6, d3), - (1.44, 0, 0), + (1.44, 0, -0.5), SActor, - 2.2, + 3.2, 0.8, 1.05, 1.03 ); + + NashGoreStatics.QueueSmoke(); } Action void PB_GunSmoke_CompensatorHDMR(double d1 = 0, double d2 = 0 , double d3 = 0, string SActor = "PB_GunFireSmoke") { - // initial puff of muzzle gas - PB_GunSmokeSpawn( - (d1, d2, d3), - (0, 0.7, -0.7), - SActor, - 0.7, - 1.0, - 1.015 - ); + if(!invoker.smoketype) + { + if(Player) invoker.smoketype = CVar.GetCVar("pb_gunsmoketype", Player); + else return; + } + + int tmpSmkTp = invoker.smoketype.GetInt(); + if(tmpSmkTp != 0) + { + if(tmpSmkTp == 1) + PB_GunSmoke_Basic(d1, d2, d3, SActor); + + return; + } + // initial puff of muzzle gas PB_GunSmokeSpawn( (d1, d2 + 6, d3), // offsets (1, 0, 0), // velocites SActor, // actor - 1.2, // scale multiplier + 2.3, // scale multiplier 0.9, // alpha multiplier 1.03 // blow speed ); - PB_GunSmokeSpawn( - (d1, d2 + 9.1, d3), - (1.15, 0, 0), - SActor, - 1.6, - 0.8, - 1.012, - 1.015 - ); PB_GunSmokeSpawn( (d1, d2 + 15.6, d3), (1.50, 0, 0), @@ -561,35 +778,62 @@ extend class PB_WeaponBase 1.03 ); + PB_GunFireSmoke smkact; // initial puff of muzzle gas - PB_GunSmokeSpawn( - (d1, d2, d3), - (0, -0.7, 0.7), + smkact = PB_GunSmokeSpawn( + (d1 + 2, d2, d3 + 2), + (0, -2.3, 2.3), SActor, - 0.7, + 1, 1.0, - 1.015 + 1.015, + 1.2, + rollsprite: false ); + smkact.roll = -45; + smkact.scale.x = 0.3; + + smkact = PB_GunSmokeSpawn( + (d1 - 2, d2, d3 - 2), + (0, 2.3, -2.3), + SActor, + 1, + 1.0, + 1.015, + 1.2, + rollsprite: false + ); + smkact.roll = -45; + smkact.scale.x = 0.3; // initial puff of muzzle gas - PB_GunSmokeSpawn( - (d1, d2, d3), - (0, 0.7, 0.7), + smkact = PB_GunSmokeSpawn( + (d1 - 2, d2, d3 + 2), + (0, 2.3, 2.3), SActor, - 0.7, + 1, 1.0, - 1.015 + 1.015, + 1.2, + rollsprite: false ); + smkact.roll = 45; + smkact.scale.x = 0.3; // initial puff of muzzle gas - PB_GunSmokeSpawn( - (d1, d2, d3), - (0, -0.7, -0.7), + smkact = PB_GunSmokeSpawn( + (d1 + 2, d2, d3 - 2), + (0, -2.3, -2.3), SActor, - 0.7, + 1, 1.0, - 1.015 + 1.015, + 1.2, + rollsprite: false ); + smkact.roll = 45; + smkact.scale.x = 0.3; + // initial puff of muzzle gas PB_GunSmokeSpawn( @@ -600,6 +844,8 @@ extend class PB_WeaponBase 1.0, 1.02 ); + + NashGoreStatics.QueueSmoke(); } override void Tick() @@ -1087,7 +1333,7 @@ extend class PB_WeaponBase pSmoke.vel = svel * 0.3; pSmoke.alpha = 0.5; pSmoke.blowSpeed = 1.1; - pSmoke.scale *= 0.1; + pSmoke.scale *= 0.36; pSmoke.master = self; } } @@ -1137,11 +1383,23 @@ extend class PB_WeaponBase //[Pop] This is a hack, ideally we shouldnt have to do this and once weapons are fully ZScript each one //will have its own function for firing that gets called. Even after it may be good to keep this for //weapon addons that stay in DECORATE. Thanks to ADMERAL for throwing this together. - action void PB_FireBullets(string type,int amount,float angle,double offs,double height,float pitch) + action void PB_FireBullets(string type, int amount, double angle, double offs, double height, double pitch) { - for(int i=amount;i>0;i--) + vector2 spread; + for(int i = amount; i > 0; i--) { - A_FireProjectile(type,(frandom(angle,angle * -1)),0,offs,height,FPF_NOAUTOAIM,(frandom(pitch,pitch * -1))); + spread.x = frandom(-angle, angle); + spread.y = frandom(-pitch, pitch); + + if(i <= 1) + { + spread.x *= PB_Math.LinearMap(pb_weapon_recoil_mod_horizontal, 0.0, 1.0, 1.0, 0.2); + spread.y *= PB_Math.LinearMap(pb_weapon_recoil_mod_vertical, 0.0, 1.0, 1.0, 0.2); + spread *= clamp((player.ReFire / 5), 0, 1); + spread *= GetCrouchFactor(); + } + + A_FireProjectile(type, spread.x, 0, offs, height, FPF_NOAUTOAIM, spread.y); } } @@ -1182,6 +1440,10 @@ extend class PB_WeaponBase } action bool IsPressingInput(int which){return player.cmd.buttons & which;} + action bool IsHoldingInput(int which) + { + return (player.cmd.buttons & which) && (player.oldbuttons & which); + } override void AttachToOwner(Actor Other) { @@ -1718,6 +1980,18 @@ extend class PB_WeaponBase // let psp = player.GetPSprite(1); psp.sprite = GetSpriteIndex(str); } + + action void A_SetWeaponFrame(int frame) + { + let psp = player.GetPSprite(OverlayID()); + if(psp) psp.frame = frame; + } + + action void A_SetWeaponSpriteEx(String str) + { + let psp = player.GetPSprite(OverlayID()); + if(psp) psp.sprite = GetSpriteIndex(str); + } action void A_SetFlashWeaponSprite(String str) { diff --git a/zscript/Weapons/Projectiles/BulletDef.SmallCal.zsc b/zscript/Weapons/Projectiles/BulletDef.SmallCal.zsc index 848d226918..9488d5a253 100644 --- a/zscript/Weapons/Projectiles/BulletDef.SmallCal.zsc +++ b/zscript/Weapons/Projectiles/BulletDef.SmallCal.zsc @@ -9,6 +9,18 @@ class PB_9x19mm : PB_Projectile } } +class PB_9x19mmSubsonic : PB_Projectile +{ + Default + { + PB_Projectile.BaseDamage 19; + PB_Projectile.RipperCount 1; + PB_Projectile.PenetrationCount 1; + Speed 290; + Obituary "%o was out-tacticaled by %k's SMG."; + } +} + class PB_45ACPHP : PB_Projectile { Default diff --git a/zscript/Weapons/Projectiles/BulletProjectile.old.bak b/zscript/Weapons/Projectiles/BulletProjectile.old.bak new file mode 100644 index 0000000000..3e9da37710 --- /dev/null +++ b/zscript/Weapons/Projectiles/BulletProjectile.old.bak @@ -0,0 +1,752 @@ +class PB_Projectile : FastProjectile abstract +{ + enum ExplosionType + { + EType_Geometry, + EType_Actor, + EType_BleedingActor + } + + override void BeginPlay() + { + super.BeginPlay(); + startPos = pos; + oldpos = pos; + } + + array alreadyWhizzedBy; + array alreadyWhizzedOut; + array ticsToPlayWhizOut; + double distanceTraveled; + vector3 oldPos; + sound whizSound; + + // whiz radii + const WHIZ_DIST_STEP = 1500; + const WHIZ_DIST_MED = WHIZ_DIST_STEP; + const WHIZ_DIST_FAR = WHIZ_DIST_STEP * 2; + + const WHIZ_PLRDIST_LIMIT = 256 ** 2; + const WHIZ_PLRDIST_STEP = WHIZ_PLRDIST_LIMIT / 3; + const WHIZ_PLRDIST_MED = WHIZ_PLRDIST_STEP * 0.5; + const WHIZ_PLRDIST_FAR = WHIZ_PLRDIST_STEP * 1.5; + + virtual int Handle_MissileHit(Actor victim) + { + double scaled_damage = truedamage; + Name dmgType = DamageType; + double ang; + + if(target) + { + ang = AbsAngle(self.Angle, AngleTo(victim)); + ang = AbsAngle(ang, AngleTo(target)); + } + + let ptrPBMon = PB_Monster(victim); + + if (!bNOCRITICALS && Pos.Z > victim.Pos.Z + victim.Height * ((ptrPBMon) ? ptrPBMon.posTorsoHB : 0.65)) + { + //Console.Printf("Critical"); + scaled_damage = scaled_damage * ((ptrPBMon) ? ptrPBMon.dmgTorsoMult : 1.1); + dmgtype = damagetype; + if (Pos.Z > victim.Pos.Z + victim.Height * ((ptrPBMon) ? ptrPBMon.posHeadHB : 0.80)) + { + //Console.Printf("Headshot"); + dmgtype = "Head"; + //A_StartSound("headshotmarker", CHAN_AUTO, CHAN_UI); + scaled_damage = scaled_damage * ((ptrPBMon) ? ptrPBMon.dmgHeadMult : 1.25); + } + else + { + //A_StartSound("torsshotmarker", CHAN_AUTO, CHAN_UI); + } + } + else if (Pos.Z < victim.Pos.Z + victim.Height * ((ptrPBMon) ? ptrPBMon.posLegHB : 0.40)) + { + if (Pos.Z > victim.Pos.Z + victim.Height * ((ptrPBMon) ? ptrPBMon.posDickHB : 0.38)) + { + //Console.Printf("Dick Shot"); + //A_StartSound("apenshotmarker", CHAN_AUTO, CHAN_UI); + dmgtype = "Dick"; + scaled_damage = scaled_damage * ((ptrPBMon) ? ptrPBMon.dmgDickMult : 0.95); + } + else + { + //Console.Printf("Legshot"); + //A_StartSound("apenshotmarker", CHAN_AUTO, CHAN_UI); + dmgtype = "Leg"; + scaled_damage = scaled_damage * ((ptrPBMon) ? ptrPBMon.dmgLegMult : 0.8); + } + } + else if (!bOMNIDIRECTIONAL && ang > 32 && ang < 148) + { + //Console.Printf("Armshot"); + //A_StartSound("apenshotmarker", CHAN_AUTO, CHAN_UI); + dmgtype = "Arm"; + scaled_damage = scaled_damage * ((ptrPBMon) ? ptrPBMon.dmgArmMult : 0.7); + } + else + { + //A_StartSound("bodyshotmarker", CHAN_AUTO, CHAN_UI); + dmgtype = damagetype; + scaled_damage = scaled_damage * ((ptrPBMon) ? ptrPBMon.dmgLowTorsoMult : 1); + } + + scaled_damage = victim.GetModifiedDamage(dmgType, scaled_damage, true, self, target); + + victim.DamageMobj(self, target, ceil(scaled_damage), dmgType, 0, angle); + + if( victim.bISMONSTER && !victim.bNOBLOOD ) + victim.SpawnBlood( pos, angle, ceil(scaled_damage) ); + + OnHitActor(target, dmgType); + + // [gng] prevent missile from ripping through or getting stuck on bosses + if (bRIPPER && victim.bBOSS && bNOBOSSRIP) + { + // OnExplode (FindExplosionType(BlockingMobj)); + // ExplodeMissile(BlockingLine, BlockingMobj); + // console.printf("penis"); + return 0; + } + + return -1; + } + + override int SpecialMissileHit(Actor victim) + { + if (victim == Target && !bHitOwner) + { + return 1; //[inkoalawetrust] //This is default behavior though ? + } + + if (bRIPPER) + { + if (ripAmount < 0) + { + return 0; // [Ace] We must use 0 here or else the projectile will keep ripping. Removing the ripper flag does not take effect until the next tic because of how ripping works. + } + if (LastActor != victim && Victim) + { + ripAmount = ripAmount - 1; + Handle_MissileHit(victim); + LastActor = victim; + } + else + { + return 1; + } + } + Return -1; + } + + virtual void ActivateLines() + { + if(noActivation == -1) return; + if(noActivation == 1) noActivation=-1; + + let lt = LineActivatorTracer.DoTrace(self, angle, pitch, max(128, vel.length())); + for(int i = 0; i < lt.HitLines.Size(); i++) + { + let ln = lt.HitLines[i]; + if(ln) ln.Activate(target, 0, SPAC_Impact); + } + if(BlockingLine) BlockingLine.Activate(target, 0, SPAC_Impact); + } + + virtual bool PenetrateWall(Vector3 frac) + { + if(!GetCVar("pb_wallpenetration") || Speed <= 0 || Mass <= 0 || penetrationCount == 0) + return false; + + Vector3 lastP = pos; + double depth = (0.5 * (Mass * 0.075) * (Speed * 2)) * 0.05; + //(0.5 * (Mass * 0.001) * (Speed ** 2)) * 0.005; + //console.printf ("Depth: %.4f", depth); + Vector3 unit = frac/frac.length(); + Vector3 penDest = lastP+unit*depth; + if(Level.IsPointInLevel(penDest)) + { + //console.printf ("Penetrating wall"); + A_SpawnProjectile("PB_BulletPuff",0,0,0,0); + A_SprayDecal("BulletChip", 172); + setOrigin(penDest, false); + + Angle -= 180; + Pitch = -Pitch; + + FLineTraceData backTraceData; + bool hit = LineTrace(Angle, depth + 1, Pitch, flags: TRF_ABSOFFSET| TRF_THRUACTORS, data: backTraceData); + if(!hit) + { + //console.printf ("No exit found"); + setOrigin(lastP, false); + Angle += 180; + Pitch = -Pitch; + return false; + } else { + double dist = Level.Vec3Diff( backTraceData.HitLocation, lastP ).length(); + if(dist < depth) + { + //console.printf ("Found an exit at %.5f units", dist); + Vector3 offset = unit * (radius * 2); + setOrigin(backTraceData.HitLocation + offset, false); + A_SpawnProjectile("PB_BulletPuff",0,0,0,0); + A_SprayDecal("BulletChip", 172); + + Angle += 180; + Pitch = -Pitch; + + noActivation = 1; + penetrationCount--; + truedamage *= .8; + Speed *= .8; + Mass *= .8; + return true; + } else { + //console.printf ("Exit distance greater than depth"); + setOrigin(lastP, false); + Angle += 180; + Pitch = -Pitch; + return false; + } + } + } + return false; + } + + //[inkoalawetrust]: The stock FastProjectile code. We have to basically reimplement the whole think to make it support bouncing projectiles again. + Void FastProjectileTick() + { + ClearInterpolation(); + double oldz = pos.Z; + + if (isFrozen()) + return; + + // [RH] Ripping is a little different than it was in Hexen + FCheckPosition tm; + tm.DoRipping = bRipper; + + int count = 8; + if (radius > 0) + { + while (abs(Vel.X) >= radius * count || abs(Vel.Y) >= radius * count) + { + // we need to take smaller steps. + count += count; + } + } + + if (height > 0) + { + while (abs(Vel.Z) >= height * count) + { + count += count; + } + } + + // Handle movement + bool ismoved = Vel != (0, 0, 0) + // Check Z position set during previous tick. + // It should be strictly equal to the argument of SetZ() function. + || ( (pos.Z != floorz ) /* Did it hit the floor? */ + && (pos.Z != ceilingz - Height) /* Did it hit the ceiling? */ ); + + if (ismoved) + { + // force some lateral movement so that collision detection works as intended. + if (bMissile && Vel.X == 0 && Vel.Y == 0 && !IsZeroDamage()) + { + VelFromAngle(MinVel); + } + + distanceTraveled = Level.Vec3Diff( pos, startPos ).Length(); + + Vector3 frac = Vel / count; + int changexy = frac.X != 0 || frac.Y != 0; + int ripcount = count / 8; + for (int i = 0; i < count; i++) + { + if (changexy) + { + if (--ripcount <= 0) + { + tm.ClearLastRipped(); // [RH] Do rip damage each step, like Hexen + } + + if( bRANGED && distanceTraveled > destroyRange ) + { + self.Destroy(); + return; + } + + if (!TryMove (Pos.XY + frac.XY, true, false, tm)) + { // Blocked move + if (!bSkyExplode) + { + let l = tm.ceilingline; + if (l && + l.backsector && + l.backsector.GetTexture(sector.ceiling) == skyflatnum) + { + let posr = PosRelative(l.backsector); + if (pos.Z >= l.backsector.ceilingplane.ZatPoint(posr.XY)) + { + // Hack to prevent missiles exploding against the sky. + // Does not handle sky floors. + Destroy (); + return; + } + } + // [RH] Don't explode on horizon lines. + if (BlockingLine != NULL && BlockingLine.special == Line_Horizon) + { + Destroy (); + return; + } + + // [inkoalawetrust] Bounce off of blocking lines and actors. + // https://sourcegraph.com/github.com/ZDoom/gzdoom/-/blob/src/playsim/p_mobj.cpp?L2105-2132 + If (BlockingMobj) //Hit actor. + { + If (bBounceOnActors) + { + If (!BounceActor (BlockingMobj,False)) + { + ExplodeMissile (Null, BlockingMobj); + OnExplode (FindExplosionType(BlockingMobj)); + } + Return; + } + } + Else //Hit wall. + { + If (BounceWall()) + { + PlayBounceSound (False); + Return; + } + } + + If (BlockingMobj && ReflectOffActor(BlockingMobj)) //Handle reflection too. + Return; + } + + //Wall Penetration + if(BlockingMobj == NULL && BlockingLine != NULL) + { + if(PenetrateWall(frac)) return; + } + + ExplodeMissile (BlockingLine, BlockingMobj); + OnExplode (FindExplosionType(BlockingMobj)); + return; + } + } + AddZ(frac.Z); + UpdateWaterLevel (); + oldz = pos.Z; + if (oldz <= floorz) + { // Hit the floor + + if (floorpic == skyflatnum && !bSkyExplode) + { + // [RH] Just remove the missile without exploding it + // if this is a sky floor. + Destroy (); + return; + } + + SetZ(floorz); + + // [inkoalawetrust] Floor plane bounce handling. + // https://sourcegraph.com/github.com/ZDoom/gzdoom@cfe30c1d477e5cc8339226ebbb37f37b5bd2f019/-/blob/src/playsim/p_mobj.cpp?L2442-2463 + CheckFor3DFloorHit(FloorZ,True); + + If (bBounceOnFloors) + { + BouncePlane (FloorSector.FloorPlane); + Return; + } + + HitFloor (); + Destructible.ProjectileHitPlane(self, SECPART_Floor); + + if(PenetrateWall(frac)) return; + + ExplodeMissile (NULL, NULL); + OnExplode (EType_Geometry); + return; + } + if (pos.Z + height > ceilingz) + { // Hit the ceiling + + if (ceilingpic == skyflatnum && !bSkyExplode) + { + Destroy (); + return; + } + + SetZ(ceilingz - Height); + + // [inkoalawetrust] Ceiling plane bounce handling. + // https://sourcegraph.com/github.com/ZDoom/gzdoom@cfe30c1d477e5cc8339226ebbb37f37b5bd2f019/-/blob/src/playsim/p_mobj.cpp?L2553-2572 + CheckFor3DCeilingHit(CeilingZ,True); + + If (bBounceOnCeilings) + { + BouncePlane (CeilingSector.CeilingPlane); + Return; + } + + Destructible.ProjectileHitPlane(self, SECPART_Ceiling); + + if(PenetrateWall(frac)) return; + + ExplodeMissile (NULL, NULL); + OnExplode (EType_Geometry); + return; + } + CheckPortalTransition(); + if (changexy && ripcount <= 0) + { + ripcount = count >> 3; + + // call the 'Effect' method. + Effect(); + } + } + } + if (!CheckNoDelay()) + return; // freed itself + // Advance the state + if (tics != -1) + { + if (tics > 0) tics--; + while (!tics) + { + if (!SetState (CurState.NextState)) + { // mobj was removed + return; + } + } + } + } + + override void Tick() + { + if (IsFrozen()) + return; + + activateLines(); + + Double OldZ = Pos.Z; + FastProjectileTick(); //We just use our own copy of the Tick() method for bouncing. + FallAndSink(GetGravity(),OldZ); //[inkoalawetrust] It's as shrimple as that. + + if(!bNOWHIZBY) + PB_HandleWhizby(); + + oldPos = pos; + } + + // ported from CRYENGINE + // Available at https://github.com/MergHQ/CRYENGINE/blob/8b63f61c6bb186fbee254b793775856468df47c5/Code/GameSDK/GameDll/Projectile.cpp#L1377-L1377 + // crytek plz dont sue + void PB_HandleWhizby() + { + PB_PlayerPawn plr = PB_PlayerPawn(players[consoleplayer].mo); + if(!target || plr == target) + return; + + string whizdist; + if(distanceTraveled > WHIZ_DIST_FAR) + whizDist = "far"; + else if(distanceTraveled > WHIZ_DIST_MED) + whizDist = "med"; + else + whizDist = "near"; + + + for(int i = ticsToPlayWhizOut.Size() - 1; i >= 0; i--) + { + if(level.maptime >= ticsToPlayWhizOut[i]) + { + A_StartSound("whiz/"..whizDist.."/out", CHAN_BODY, CHANF_OVERLAP, pitch: frandom(0.9, 1.1)); + ticsToPlayWhizOut.Delete(i); + } + } + + if(alreadyWhizzedBy.Find(plr) != alreadyWhizzedBy.Size()) + return; + + vector3 soundPosition; + vector3 cPlayerPos = players[consoleplayer].mo.pos; + cPlayerPos.z = plr.player.ViewZ; + + double distanceSq = PointInLineSquared(cPlayerPos, oldpos, pos, soundPosition.x, soundPosition.y, soundPosition.z); + + if (distanceSq < WHIZ_PLRDIST_LIMIT) + { + + string playerDist; + if(distanceSq > WHIZ_PLRDIST_FAR) + playerDist = "far"; + else if(distanceSq > WHIZ_PLRDIST_MED) + playerDist = "med"; + else + playerDist = "near"; + + vector3 soundDir = (soundPosition - oldpos); + vector3 dir = (pos - oldpos); + double bulletDist = dir.LengthSquared(); + double dotProduct = dir dot soundDir; + + if(dotProduct > 0.0 && dotProduct < bulletDist) + { + sound whizSound = "whiz/"..whizDist.."/"..playerDist.."/in"; + float sndLength = floor(S_GetLength(whizSound) * 35) - 7; + ticsToPlayWhizOut.Push(level.maptime + sndLength); + + A_StartSound(whizsound, CHAN_AUTO, volume: bWHIZCRACK ? 0.5 : 1.0, pitch: frandom(0.9, 1.1)); + if(bWHIZCRACK) A_StartSound("bulletcrack/"..playerDist, CHAN_AUTO); + alreadyWhizzedBy.Push(plr); + } + } + } + + double PointInLineSquared(vector3 vPoint, vector3 vLineStart, vector3 vLineEnd, out double linePtX, out double linePtY, out double linePtZ) + { + vector3 dir; + vector3 pointVector; + vector3 linePt = (linePtX, linePtY, linePtZ); + + if ((vPoint - vLineStart).LengthSquared() > (vPoint - vLineEnd).LengthSquared()) + { + dir = vLineStart - vLineEnd; + pointVector = vPoint - vLineEnd; + linePt = vLineEnd; + } + else + { + dir = vLineEnd - vLineStart; + pointVector = vPoint - vLineStart; + linePt = vLineStart; + } + + double dirLen2 = dir.LengthSquared(); + if (dirLen2 <= 0.0) + return pointVector.LengthSquared(); + dir /= sqrt(dirLen2); + + double t0 = pointVector dot dir; + linePt += t0 * dir; + linePtX = linePt.x; + linePtY = linePt.y; + linePtZ = linePt.z; + return (vPoint - linePt).LengthSquared(); + } + + // [Ace] Override these if you want to do stuff when something happens. + protected virtual void OnHitActor(Actor target, Name dmgType) {} + protected virtual void OnExplode(int type) {} + + ExplosionType FindExplosionType (Actor Victim) //Determine what impact type to use. + { + If (!Victim) //No impact victim ? Probably level geometry. + Return EType_Geometry; + + If (((Victim.bShootable && Victim.bCorpse) || Victim.bKilled ) && Victim.bNoBlood) //https://www.youtube.com/watch?v=K63AVSCPcSI + Return EType_Actor; + + Return EType_BleedingActor; //https://www.youtube.com/watch?v=BlrjHLnNzAo + } + + // [Ace] In case you have attached anything to this item, calling OwnerDied allows you to do some effects on death. + protected void CallOwnerDied() + { + for (Inventory next = Inv; next != null; next = next.Inv) + { + next.OwnerDied(); + } + } + + double ExtraDamageFactor; + protected Actor LastActor; + + Array act_hits; + Actor hitactor; + Actor LastRipped, PreLastRipped; //The actor that a ripper last hit. Used for the RIPONCE flag. + int ripamount; + Property RipperCount : ripamount; + + int destroyRange; + Property ProjectileRange : destroyRange; + + double truedamage; + Property BaseDamage : truedamage; + + int penetrationCount; + Property PenetrationCount : penetrationCount; + + private int BehaviorFlags; + flagdef NoCriticals: BehaviorFlags, 0; + flagdef Omnidirectional: BehaviorFlags, 1; + flagdef InvisiblePuff: BehaviorFlags, 2; + flagdef RipOnce: BehaviorFlags, 3; + flagdef RANGED: BehaviorFlags, 4; + flagdef NOWHIZBY: BehaviorFlags, 5; + flagdef WHIZCRACK: BehaviorFlags, 6; + + vector3 startPos; + int noActivation; + + Default + { + // [Ace] Speedy projectiles with a large radius are more performant, but they don't work so well with switches that rely on hitscan activation + // if the linedefs are packed right in front of a wall. Normally this shouldn't be a problem, but in some cases it is, such as Sigil's E5M1 switch at map start. + Speed 320; + Mass 25; + Radius 1; + Height 2; + Projectile; + +GETOWNER + +NODAMAGETHRUST + +NOEXTREMEDEATH + +FORCERADIUSDMG + +NODAMAGETHRUST + +HITTRACER + +NOBOSSRIP + +RIPPER + -NOGRAVITY + +PB_Projectile.RipOnce; + ProjectileKickBack 20; + Renderstyle "Add"; + Decal "BulletChip"; + Scale 0.15; + PB_Projectile.RipperCount 1; + PB_Projectile.BaseDamage 5; + PB_Projectile.PenetrationCount 3; + Gravity 0.1; + } + + States + { + Spawn: + TNT1 A 1; + TRAC A -1; + Stop; + Death: // [Ace] Wall. + TNT1 A 0 + { + CallOwnerDied(); + OnExplode(EType_Geometry); + A_SpawnProjectile("PB_BulletPuff",0,0,0,0); + + //A_StopAllSounds(); + + // [gng] todo: make this texture specific, gotta rush it for 0.1.1 + A_StartSound("bulletimpact", 20, pitch: frandom(0.9, 1.1)); + if(random(0, 100) < 25) + { + // A_StopSound(CHAN_BODY); + A_StartSound("ricochet/hit", 20, CHANF_OVERLAP); + } + } + Stop; + Crash: // [Ace] Dormant/NoBlood enemies. + TNT1 A 0 + { + CallOwnerDied(); + OnExplode(EType_Actor); + A_SpawnProjectile("PB_BulletPuff",0,0,0,0); + } + Stop; + XDeath: // [Ace] Bleeding enemies. + TNT1 A 0 + { + + CallOwnerDied(); + OnExplode(EType_BleedingActor); + } + Stop; + } +} + +class LineActivatorTracer : LineTracer +{ + Actor src; + Array HitLines; + + play static LineActivatorTracer DoTrace(Actor src, double tangle, double tpitch, double dist, uint traceflags = 0) + { + LineActivatorTracer tracer = new("LineActivatorTracer"); + if(tracer) + { + tracer.src = src; + vector3 dir = PB_Math.VecFromAngles(tangle, tpitch); + tracer.Trace(src.pos, src.CurSector, dir, dist, traceflags); + } + return tracer; + } + + // Thanks to PhantomBeta + // (https://github.com/Doom2fan/Se7evidas/blob/master/PK3%20Source/S7ZScript/Bases/S7_Projectile/Linetracer.ZS) + transient Array ffloorsToIgnore; + ETraceStatus HandleWall() + { + let hl = Results.HitLine; + HitLines.push(hl); + + if (Results.Tier == TIER_Upper || Results.Tier == TIER_Lower) + return TRACE_Stop; + + if (Results.ffloor && ffloorsToIgnore.Find (Results.ffloor) == ffloorsToIgnore.Size ()) + { + ffloorsToIgnore.Push (Results.ffloor); + return TRACE_Stop; + } + + if (Results.Tier == TIER_Middle && !hl.backsector) + return TRACE_Stop; + + if (Results.Tier == TIER_Middle && (hl.flags & Line.ML_Blocking) && (hl.flags & Line.ML_TwoSided)) + return TRACE_Skip; + + if ((hl.flags & Line.ML_3DMidTex) && !(hl.flags & Line.ML_3DMidTex_Impass)) + return TRACE_Stop; + + if (hl.flags & (Line.ML_Blocking | Line.ML_BlockEverything)) + return TRACE_Stop; + + return TRACE_Skip; + } + + override ETraceStatus TraceCallback() + { + if(results.HitType == Trace_HitWall) + { + let stat = HandleWall(); + return stat; + } + if(results.HitType == Trace_HitActor) + { + return Trace_Skip; + } + return Trace_Stop; + } +} + +/* [Pop] Dummy Class for Reference, has notes too + +class PB_M16 : PB_Projectile +{ + Default + { + PB_Projectile.BaseDamage 15; this IS NOT multiplied by random(1,3), do keep that in mind + PB_Projectile.RipperCount 2; this is always +1, IE 2 is 3 enemies + Obituary "%o was blasted with bullets %k."; + } +}*/ diff --git a/zscript/Weapons/Projectiles/BulletProjectile.zsc b/zscript/Weapons/Projectiles/BulletProjectile.zsc index 3e9da37710..ac759b5c80 100644 --- a/zscript/Weapons/Projectiles/BulletProjectile.zsc +++ b/zscript/Weapons/Projectiles/BulletProjectile.zsc @@ -20,6 +20,7 @@ class PB_Projectile : FastProjectile abstract double distanceTraveled; vector3 oldPos; sound whizSound; + F3DFloor PBBlocking3DFloor, PBBlocking3DCeiling; // whiz radii const WHIZ_DIST_STEP = 1500; @@ -97,8 +98,14 @@ class PB_Projectile : FastProjectile abstract victim.DamageMobj(self, target, ceil(scaled_damage), dmgType, 0, angle); - if( victim.bISMONSTER && !victim.bNOBLOOD ) + if( !victim.bNOBLOOD && + !victim.bINVULNERABLE && + !victim.bDORMANT && + !victim.bREFLECTIVE && + ( victim.bISMONSTER || victim.BloodType != 'Blood' ) ) + { victim.SpawnBlood( pos, angle, ceil(scaled_damage) ); + } OnHitActor(target, dmgType); @@ -169,8 +176,7 @@ class PB_Projectile : FastProjectile abstract if(Level.IsPointInLevel(penDest)) { //console.printf ("Penetrating wall"); - A_SpawnProjectile("PB_BulletPuff",0,0,0,0); - A_SprayDecal("BulletChip", 172); + PB_SpawnImpact(); setOrigin(penDest, false); Angle -= 180; @@ -192,9 +198,7 @@ class PB_Projectile : FastProjectile abstract //console.printf ("Found an exit at %.5f units", dist); Vector3 offset = unit * (radius * 2); setOrigin(backTraceData.HitLocation + offset, false); - A_SpawnProjectile("PB_BulletPuff",0,0,0,0); - A_SprayDecal("BulletChip", 172); - + PB_SpawnImpact(); Angle += 180; Pitch = -Pitch; @@ -340,6 +344,7 @@ class PB_Projectile : FastProjectile abstract if(PenetrateWall(frac)) return; } + PB_SpawnImpact(false, 1); ExplodeMissile (BlockingLine, BlockingMobj); OnExplode (FindExplosionType(BlockingMobj)); return; @@ -370,12 +375,16 @@ class PB_Projectile : FastProjectile abstract BouncePlane (FloorSector.FloorPlane); Return; } + + double dontcare; + [dontcare, BlockingFloor, PBBlocking3DFloor] = floorsector.NextLowestFloorAt(pos.x, pos.y, floorz); HitFloor (); Destructible.ProjectileHitPlane(self, SECPART_Floor); if(PenetrateWall(frac)) return; + PB_SpawnImpact(true, 2); ExplodeMissile (NULL, NULL); OnExplode (EType_Geometry); return; @@ -401,10 +410,13 @@ class PB_Projectile : FastProjectile abstract Return; } + double dontcare; + [dontcare, BlockingCeiling, PBBlocking3DCeiling] = ceilingsector.NextHighestCeilingAt(pos.x, pos.y, pos.z, ceilingz); Destructible.ProjectileHitPlane(self, SECPART_Ceiling); if(PenetrateWall(frac)) return; + PB_SpawnImpact(true, 3); ExplodeMissile (NULL, NULL); OnExplode (EType_Geometry); return; @@ -483,7 +495,7 @@ class PB_Projectile : FastProjectile abstract return; vector3 soundPosition; - vector3 cPlayerPos = players[consoleplayer].mo.pos; + vector3 cPlayerPos = plr.pos; cPlayerPos.z = plr.player.ViewZ; double distanceSq = PointInLineSquared(cPlayerPos, oldpos, pos, soundPosition.x, soundPosition.y, soundPosition.z); @@ -507,11 +519,13 @@ class PB_Projectile : FastProjectile abstract if(dotProduct > 0.0 && dotProduct < bulletDist) { sound whizSound = "whiz/"..whizDist.."/"..playerDist.."/in"; - float sndLength = floor(S_GetLength(whizSound) * 35) - 7; - ticsToPlayWhizOut.Push(level.maptime + sndLength); + ticsToPlayWhizOut.Push(level.maptime + 35); + + if(bWHIZCRACK) + A_StartSound("bulletcrack/"..playerDist, CHAN_AUTO); + else + A_StartSound(whizsound, CHAN_AUTO, pitch: frandom(0.9, 1.1)); - A_StartSound(whizsound, CHAN_AUTO, volume: bWHIZCRACK ? 0.5 : 1.0, pitch: frandom(0.9, 1.1)); - if(bWHIZCRACK) A_StartSound("bulletcrack/"..playerDist, CHAN_AUTO); alreadyWhizzedBy.Push(plr); } } @@ -573,6 +587,63 @@ class PB_Projectile : FastProjectile abstract } } + string PB_GetImpact(name texname) + { + string tmpstring = texName; + string mat; + switch(PB_Materialsys.GetMaterialFromTexName(texname)) + { + default: + case 'tile/a': + case 'tile/b': + case 'hard': + case 'carpet': + mat = "PB_BulletImpact"; + break; + case 'flesh': + mat = "NashGoreBlood"; + break; + case 'lava': + mat = "PB_BulletImpact"; + break; + case 'dirt': + case 'gravel': + mat = "PB_BulletImpactDirt"; + break; + case 'wood': + mat = "PB_BulletImpactWood"; + break; + case 'rock': + mat = "PB_BulletImpactBrownRock"; + break; + case 'metal/a': + mat = "PB_BulletImpactMetal"; + break; + case 'metal/b': + mat = "PB_BulletImpactSheetMetal"; + break; + case 'water': + tmpstring = tmpstring.MakeLower(); + + if(tmpstring.IndexOf("blood") >= 0 || tmpstring.IndexOf("bfall") >= 0) + mat = "PB_BulletImpactBlood"; + else + mat = "PB_BulletImpactWater"; + + break; + case 'slime': + tmpstring = tmpstring.MakeLower(); + + if(tmpstring.IndexOf("slime") >= 0) + mat = "PB_BulletImpactSlime"; + else + mat = "PB_BulletImpactNukage"; + + break; + } + return mat; + } + double ExtraDamageFactor; protected Actor LastActor; @@ -603,6 +674,118 @@ class PB_Projectile : FastProjectile abstract vector3 startPos; int noActivation; + void PB_SpawnImpact(bool floor = false, int id = 0) { + PB_BaseBulletImpact puff; + double normal; + int hitSurfaceType; + TextureID surfaceTexId; + + if(!target) + return; + + int side; + vector3 linepos; + + if(BlockingLine) + { + double den = BlockingLine.delta.LengthSquared(); + if(den != 0) + { + double frac = clamp((pos.xy - BlockingLine.v1.p) dot BlockingLine.delta, 0, den) / den; + linepos = (BlockingLine.v1.p + BlockingLine.delta * frac, pos.z); + } + + side = Level.PointOnLineSide(target.pos.xy, BlockingLine, true); + + Side hitSide = BlockingLine.sidedef[side]; + sector backsec, frontsec; + + //console.printf("line at id: %i", BlockingLine.Index()); + + // facing the void, flip and test + if(!hitSide || !hitSide.sector) + { + /*side ^= 1; + + Side hitSide = BlockingLine.sidedef[side]; + + if(!hitSide)*/ + return; + } + + // find what angle the line is facing + vector2 normals = PB_Math.GetLineNormal(side, BlockingLine); + double wallNormal = -atan2(normals.x, normals.y); + + // [gng] ideally front would be the only side i need, but + // some maps have weird lines where the front faces the back + if(side == 0) + { + backsec = BlockingLine.backsector; + frontsec = BlockingLine.frontsector; + } + else + { + backsec = BlockingLine.frontsector; + frontsec = BlockingLine.backsector; + } + + if(hitside) + { + if(!backsec) + surfaceTexId = hitSide.GetTexture(hitSide.mid); + else if(backsec.floorplane.ZAtPoint(pos.xy) >= pos.Z) + surfaceTexId = hitSide.GetTexture(hitSide.bottom); + else if (backsec.ceilingplane.ZAtPoint(pos.xy) <= pos.Z) + surfaceTexId = hitSide.GetTexture(hitSide.top); + } + + //console.printf("%s", TexMan.GetName(surfaceTexId)); + + normal = wallNormal; + hitSurfaceType = 1; + } + else if(BlockingFloor || PBBlocking3DFloor) + { + hitSurfaceType = 2; + normal = -90; + surfaceTexId = floorpic; + //console.printf("flat: %s", TexMan.GetName(surfaceTexId)); + } + else if(BlockingCeiling || PBBlocking3DCeiling) + { + hitSurfaceType = 3; + normal = -90; + surfaceTexId = ceilingpic; + //console.printf("flat: %s", TexMan.GetName(surfaceTexId)); + } + else + { + hitSurfaceType = 1; + normal = angle + 90; + } + + if(BlockingLine || BlockingCeiling || PBBlocking3DCeiling || BlockingFloor || PBBlocking3DFloor) + { + string impact; + impact = PB_GetImpact(Texman.GetName(surfaceTexId)); + puff = PB_BaseBulletImpact(SpawnPuff(impact, pos, angle, normal + 90, 0)); + + if(puff) + { + if(!floor && BlockingLine && puff.DecalGenerator) + self.DecalGenerator = puff.default.DecalGenerator; + + puff.hitWhat = hitSurfaceType; + puff.wallNormal = normal + 90; + } + } + else + { + SpawnPuff("PB_BulletPuff", pos, angle, 0, 0, PF_HITTHING); + } + } + Default { // [Ace] Speedy projectiles with a large radius are more performant, but they don't work so well with switches that rely on hitscan activation @@ -620,11 +803,12 @@ class PB_Projectile : FastProjectile abstract +HITTRACER +NOBOSSRIP +RIPPER + +BLOODLESSIMPACT -NOGRAVITY +PB_Projectile.RipOnce; ProjectileKickBack 20; Renderstyle "Add"; - Decal "BulletChip"; + Decal "ConcreteBullethole"; Scale 0.15; PB_Projectile.RipperCount 1; PB_Projectile.BaseDamage 5; @@ -643,17 +827,8 @@ class PB_Projectile : FastProjectile abstract { CallOwnerDied(); OnExplode(EType_Geometry); - A_SpawnProjectile("PB_BulletPuff",0,0,0,0); //A_StopAllSounds(); - - // [gng] todo: make this texture specific, gotta rush it for 0.1.1 - A_StartSound("bulletimpact", 20, pitch: frandom(0.9, 1.1)); - if(random(0, 100) < 25) - { - // A_StopSound(CHAN_BODY); - A_StartSound("ricochet/hit", 20, CHANF_OVERLAP); - } } Stop; Crash: // [Ace] Dormant/NoBlood enemies. @@ -661,13 +836,12 @@ class PB_Projectile : FastProjectile abstract { CallOwnerDied(); OnExplode(EType_Actor); - A_SpawnProjectile("PB_BulletPuff",0,0,0,0); + //console.printf("hit"); } Stop; XDeath: // [Ace] Bleeding enemies. TNT1 A 0 { - CallOwnerDied(); OnExplode(EType_BleedingActor); } diff --git a/zscript/Weapons/Projectiles/Shrapnel.zsc b/zscript/Weapons/Projectiles/Shrapnel.zsc index 353ed16122..40c6347abe 100644 --- a/zscript/Weapons/Projectiles/Shrapnel.zsc +++ b/zscript/Weapons/Projectiles/Shrapnel.zsc @@ -7,7 +7,7 @@ class PB_Shrapnel : PB_Projectile PB_Projectile.RipperCount 0; Gravity 1.0; Obituary "%o was perforated by %k's shrapnel."; - +PB_Projectile.NOWHIZBY; + //+PB_Projectile.NOWHIZBY; Renderstyle "Translucent"; Alpha 1.0; } @@ -23,9 +23,6 @@ class PB_Shrapnel : PB_Projectile { CallOwnerDied(); OnExplode(EType_Geometry); - - // [gng] todo: make this texture specific, gotta rush it for 0.1.1 - A_StartSound("bulletimpact", CHAN_AUTO, pitch: frandom(0.9, 1.1)); } Stop; Crash: // [Ace] Dormant/NoBlood enemies. diff --git a/zscript/Weapons/Slot2/Revolver.zs b/zscript/Weapons/Slot2/Revolver.zs index 3d680ec1d2..265dca0507 100644 --- a/zscript/Weapons/Slot2/Revolver.zs +++ b/zscript/Weapons/Slot2/Revolver.zs @@ -10,10 +10,10 @@ Class PB_Revolver : PB_WeaponBase weapon.ammogive1 6; weapon.ammotype2 "RevolverAmmo"; inventory.pickupsound "REVOUP"; - Inventory.Pickupmessage "UAC .500 Magnum (Slot 2)"; + Inventory.Pickupmessage "UAC-B750 \"Death Adder\" .500 Magnum (Slot 2)"; Inventory.MaxAmount 3; Obituary "%o was shot down by %k's revolver."; - Tag "UAC .500 Magnum"; + Tag "UAC-B750 .500 Magnum"; scale 0.4; +WEAPON.NOAUTOFIRE; +WEAPON.NOALERT; @@ -128,7 +128,6 @@ Class PB_Revolver : PB_WeaponBase A_SetInventory("PB_LockScreenTilt",0); } TNT1 A 0 PB_jumpIfNoAmmo("Reload",1); - TNT1 A 0 A_jumpifinventory("zoomed",1,"Fire2"); R4V1 A 1 BRIGHT { A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); PB_DynamicTail("pistol", "shotgun"); @@ -150,16 +149,16 @@ Class PB_Revolver : PB_WeaponBase A_ZoomFactor(1.0); PB_WeaponRecoil(-1.15,-0.26); } - R4V1 DEF 1; + R4V1 DEFG 1; TNT1 A 0 A_ZoomFactor(1.0); - R4V1 GH 1 A_jumpif(JustPressed(BT_ATTACK),"FanFire"); + R4V1 H 1 A_jumpif(JustPressed(BT_ATTACK),"FanFire"); R1V1 EE 1 { if(JustPressed(BT_ATTACK)) return resolvestate("FanFire"); A_WeaponReady(WRF_ALLOWRELOAD); return resolvestate(null); } - TNT1 A 0 A_Refire(); + TNT1 A 0 PB_ReFire(); Goto Ready3; AltFire: @@ -198,7 +197,7 @@ Class PB_Revolver : PB_WeaponBase } R5V1 DEFG 1; TNT1 A 0 A_ZoomFactor(1.0); - TNT1 A 0 A_Refire("AltFan_Hold"); + TNT1 A 0 PB_ReFire("AltFan_Hold"); R5V1 UVWX 1; Goto Ready3; AltFan_Hold: @@ -227,7 +226,7 @@ Class PB_Revolver : PB_WeaponBase PB_WeaponRecoil(-1.2,-0.36); } R5V1 LMNO 1; - TNT1 A 0 A_Refire("AltFan_Hold"); + TNT1 A 0 PB_ReFire("AltFan_Hold"); R5V1 UVWX 1; Goto Ready3; @@ -275,10 +274,6 @@ Class PB_Revolver : PB_WeaponBase Unload: TNT1 A 0 A_SetInventory("Unloading",0); - TNT1 A 0 { - A_zoomfactor(1.0); - A_setinventory("zoomed",0); - } TNT1 A 0 A_JumpIF(A_CheckAkimbo(), "DualUnload"); TNT1 A 0 A_Jumpif(countinv(invoker.UnloaderToken) > 0 || countinv(invoker.ammotype2) < 1,"Ready3"); TNT1 A 0 { @@ -311,7 +306,6 @@ Class PB_Revolver : PB_WeaponBase A_Setinventory("GoWeaponSpecialAbility",0); PB_HandleCrosshair(42); A_ZoomFactor(1.0); - A_setinventory("zoomed",0); A_ClearOverlays(10,11); A_StartSound("Ironsights", 10); } @@ -390,14 +384,14 @@ Class PB_Revolver : PB_WeaponBase if(!PressingAltfire() || JustReleased(BT_ALTATTACK)) return resolvestate("Zoomout"); - if (PressingFire() && PressingAltfire() && CountInv("RevolverAmmo") > 0) + if (PressingFire() && PressingAltfire() && CountInv(invoker.ammotype2) > 0) return resolvestate("Fire2"); return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOSECONDARY); } else { - if (PressingFire() && CountInv("RevolverAmmo") > 0 ) + if (PressingFire() && CountInv(invoker.ammotype2) > 0 ) return resolvestate("Fire2"); return A_DoPBWeaponAction(WRF_ALLOWRELOAD); @@ -412,11 +406,10 @@ Class PB_Revolver : PB_WeaponBase A_SetCrosshair(5); } TNT1 A 0 PB_jumpIfNoAmmo("Reload",1); - ActualFire2: + TNT1 A 0 A_overlay(-6,"ADS_FireFlash"); R4V3 A 1 BRIGHT { A_StartSound("revolver/fire", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); PB_DynamicTail("pistol", "shotgun"); - A_overlay(-6,"ADS_FireFlash"); A_FireProjectile("PB_500SW", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); A_AlertMonsters(); PB_GunSmoke(0,0,0); @@ -426,9 +419,7 @@ Class PB_Revolver : PB_WeaponBase A_ZoomFactor(1.25); //A_GunFlash; PB_WeaponRecoil(-1.15,-0.26); - A_SetInventory("CantDoAction",1); } - Fire2Continue: R4V3 B 1 BRIGHT { A_ZoomFactor(1.28); PB_WeaponRecoil(-1.15,-0.26); @@ -456,7 +447,7 @@ Class PB_Revolver : PB_WeaponBase return resolvestate("Zoomout"); if (JustPressed(BT_ATTACK)) return resolvestate("Fire2"); - A_Refire("Fire2"); + PB_ReFire("Fire2"); } return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); } diff --git a/zscript/Weapons/Slot3/Shotgun1.zs b/zscript/Weapons/Slot3/Shotgun1.zs new file mode 100644 index 0000000000..87b94310ac --- /dev/null +++ b/zscript/Weapons/Slot3/Shotgun1.zs @@ -0,0 +1,1503 @@ +Class PB_Shotgun : PB_WeaponBase +{ + default + { + //$Title Pump Action Shotgun + //$Category Project Brutality - Weapons + //$Sprite SHTCA0 + //SpawnID 9300; + Weapon.SelectionOrder 1300; + weapon.slotnumber 3; + weapon.ammotype1 "PB_Shell"; + weapon.ammogive1 4; + weapon.ammotype2 "ShotgunAmmo"; + PB_WeaponBase.unloadertoken "PBPumpShotgunHasUnloaded"; + PB_WeaponBase.respectItem "RespectShotgun"; + inventory.pickupsound "SHOTPICK"; + inventory.pickupmessage "UAC GS-10 Pump Shotgun (Slot 3)"; + Tag "UAC GS-10 Shotgun"; + Scale 0.45; + FloatBobStrength 0.5; + Inventory.AltHUDIcon "SHTCA0"; + +WEAPON.NOALERT + +WEAPON.NOAUTOAIM + +WEAPON.NOAUTOFIRE + PB_WeaponBase.UsesWheel true; + PB_WeaponBase.WheelInfo "PB_PumpShotgunWheel"; + PB_WeaponBase.TailPitch 1.5; + + } + + int ShellsMode; + const Shell_Buck = 1; + const Shell_Slug = 2; + const Shell_Drag = 3; + + states + { + loadsprites: + SHTS ABCDJKLMNOP 0; // Virtualize Sprites in gzdoom's memory + SHTD ABCDJKLMNOP 0; + SHMS BCDEFGSTUVWX 0; + SHMD BCDEFGSTUVWX 0; + SHZA DEFGHIJKLMNO 0; + SHZB DEFGHIJKLMNO 0; + SHT4 DFGHIJKLMN 0; + SHT6 DFGHIJKLMN 0; + stop; + + Spawn: + VHTC A 0 NoDelay; + SHTC A 10 A_PbvpFramework("VHTC"); + "####" A 0 A_PbvpInterpolate(); + loop; + + WeaponRespect: + TNT1 A 0 { + A_SetCrosshair(5); + A_SetInventory("PB_LockScreenTilt",1); + A_StartSound("weapons/shotgun/equip", 10,CHANF_OVERLAP); + } + SH00 ABCDEFGHI 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTZ ABC 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTZ DEFGHIJ 1 { + PB_SetShellSprite("SHTZ","SHZA","SHZB"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + TNT1 A 0 A_StartSound("weapons/shotgun/attach", 10,CHANF_OVERLAP); + SHTZ KL 1 { + PB_SetShellSprite("SHTZ","SHZA","SHZB"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + SHTZ M 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTZ NOP 1 { + PB_SetShellSprite("SHTZ","SHZA","SHZB"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + SHTG A 1 { + PB_SetShellSprite("SHTG","SHTS","SHTD"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + SHTG BCDEFGHIJ 1 A_DoPBWeaponAction(WRF_NOBOB); + SSHR H 1 A_DoPBWeaponAction(WRF_NOBOB); + TNT1 A 0 A_StartSound("weapons/sgmvpump",10,CHANF_OVERLAP); + SHTG L 5 A_DoPBWeaponAction(WRF_NOBOB); + SSHR I 1 A_DoPBWeaponAction(WRF_NOBOB); + SSHR JK 1 { + PB_SetShellSprite("SSHR","SHTS","SHTD"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + SSHR L 1 { + PB_SetShellSprite("SSHR","SHTS","SHTD"); + A_StartSound("insertshell", 10,CHANF_OVERLAP); + return A_DoPBWeaponAction(WRF_NOBOB); + } + SSHR MNOPP 1 { + PB_SetShellSprite("SSHR","SHTS","SHTD"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + TNT1 A 0 A_StartSound("weapons/sgpump",10,CHANF_OVERLAP); + TNT1 A 0 A_JumpIfInventory("PumpShotgunMagazine", 1, "InsertMagBegin"); //Activates when the magazine upgrade is already collected before going to the next level. + SSHR A 1 A_DoPBWeaponAction(WRF_NOBOB); + SSHR BCD 1 { + PB_SetShellSprite("SSHR","SHTS","SHTD"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + TNT1 A 0 A_StartSound("insertshell", 10,CHANF_OVERLAP); + SSHR EFG 1 A_DoPBWeaponAction(WRF_NOBOB); + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagNotInserted", 1, "InsertMagBegin"); + SHTG JIHGFEDCB 1 A_DoPBWeaponAction(WRF_NOBOB); + Goto Ready3; + + InsertMagBegin: // Straight Into Inserting The Mag After Chambering a shell. + TNT1 A 0 A_SetInventory("PumpshotgunMagNotInserted",0); + TNT1 A 0 A_GiveInventory("ShotgunAmmo",11); + TNT1 A 0 A_SetInventory("PumpShotgunMagazine",1); + SHTM A 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTM BCDEFG 1 { + PB_SetShellSprite("SHTM","SHMS","SHMD"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + BeginInsertion: + SHTM H 1 A_DoPBWeaponAction(WRF_NOBOB); + TNT1 A 0 A_StartSound("weapons/shotgunmag/magin", 3); + SHTM I 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTM JKLMNOPQR 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTG EDCB 1 A_DoPBWeaponAction(WRF_NOBOB); + TNT1 A 0 A_JumpIfInventory("PumpShotgunMagazine", 2, "Ready3"); + Goto Ready3; + InsertMagShotgunRespectAlreadyRespected: + TNT1 A 0 { + A_SetInventory("PumpshotgunMagNotInserted",0); + A_GiveInventory("ShotgunAmmo",11); + A_SetInventory("PumpShotgunMagazine",1); + } + SHTG BCDEFGH 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTM A 1 A_DoPBWeaponAction(WRF_NOBOB); + SHTM BCDEFG 1 { + PB_SetShellSprite("SHTM","SHMS","SHMD"); + return A_DoPBWeaponAction(WRF_NOBOB); + } + Goto BeginInsertion; + + Select: + TNT1 A 0 PB_WeaponRaise(); + TNT1 A 0 PB_WeapTokenSwitch("ShotgunSelected"); + TNT1 A 0 A_SetInventory( "RandomHeadExploder", 1); + TNT1 A 0 PB_RespectIfNeeded(); + SelectAnimation: + TNT1 A 0 A_StartSound("weapons/shotgun/equip", 10,CHANF_OVERLAP); + SH00 JKGHI 1; + goto ready3; + + Deselect: + TNT1 A 0 PB_jumpIfHasBarrel("PlaceBarrel","PlaceFlameBarrel","PlaceIceBarrel"); + TNT1 A 0 { + A_WeaponOffset(0,32); + A_SetRoll(0); + PB_HandleCrosshair(69); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory( "RandomHeadExploder", 0 ); + } + TNT1 A 0 + { + A_SetInventory("Unloading",0); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode",0); + A_ZoomFactor(1.0); + } + SH00 HGEDB 1; + TNT1 A 0 A_lower(120); + wait; + + Ready: + Ready3: + TNT1 A 0 { + A_SetRoll(0); + PB_HandleCrosshair(69); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("CantDoAction",0); + } + TNT1 A 0 + { + if(CountInv("SG_IsSwapping")>=1) + { + A_SetInventory("SelectShotgun_Buckshot", 0); + A_SetInventory("SelectShotgun_Slugshot", 0); + A_SetInventory("SelectShotgun_Dragonsbreath", 0); + A_SetInventory("SG_IsSwapping", 0); + A_SetInventory("SelectShotgun_No", 0); + A_Setinventory("CantWeaponSpecial",0); + } + } + ReadyToFire: + SHTG A 1 + { + PB_SetShellSprite("SHTG","SHTS","SHTD"); + // This token is given upon picking up the magazine upgrade. + if (CountInv("PumpshotgunMagNotInserted") >= 1 ) + return resolvestate("InsertMagShotgunRespectAlreadyRespected"); // Insert magazine upon picking it up + + if (PressingFire() && PressingAltfire() && CountInv("ShotgunAmmo") > 0) + return resolvestate("Fire"); + + if (PressingFire() && CountInv("ShotgunAmmo") > 0) + return resolvestate("Fire"); + + return A_DoPBWeaponAction(WRF_ALLOWRELOAD, CheckUnloaded("PBPumpShotgunHasUnloaded")); + } + Loop; + + NoAmmo: + TNT1 A 0 { + A_StartSound("weapons/empty", CHAN_WEAPON); + A_SetInventory("Zoomed",0); + A_SetInventory("ADSmode", 0); + A_SetInventory("Reloading", 0); + A_ZoomFactor(1.0); + } + Goto Ready3; + + Fire: + TNT1 A 0 PB_jumpIfHasBarrel("ThrowBarrel","ThrowFlameBarrel","ThrowIceBarrel"); + TNT1 A 0 { + A_WeaponOffset(0,32); + A_SetRoll(0); + PB_HandleCrosshair(69); + A_SetInventory("PB_LockScreenTilt",0); + } + TNT1 A 0 PB_jumpIfNoAmmo("Reload",1); + TNT1 A 0 A_jumpif(countinv("zoomed") > 0,"Fire2"); + SHTF A 0; + SH1F A 0; + SH2F A 0; + SHTF A 1 BRIGHT + { + PB_QuakeCamera(7, 2); + PB_SetShellSprite("SHTF","SH1F","SH2F"); + A_SetInventory("CantDoAction",1); + PB_LowAmmoSoundWarning("shotgun"); + A_TakeInventory("ShotgunAmmo", 1); + A_AlertMonsters(); + A_fireprojectile("YellowFlareSpawn", 0, 0, 0, 0); + A_fireprojectile("ShakeYourAssDouble", 0, 0, 0, 0); + A_fireprojectile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17)); + A_fireprojectile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17)); + A_fireprojectile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17)); + PB_GunSmoke(-1,0,-4); + PB_GunSmoke(1,0,-4); + A_Overlay(-6, "ShotFlash",true); + //A_GunFlash(); + PB_DynamicTail("shotgun", "shotgun"); + A_ZoomFactor(0.97); + switch(getshellsmode()) + { + case Shell_Buck: + A_StartSound("weapons/sg", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + PB_FireBullets("PB_12GAPellet",9,3.5,0,0,3.5); + break; + case Shell_Slug: + A_StartSound("SlugShot", CHAN_WEAPON); + A_FireProjectile("PB_12GASlug", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + break; + case Shell_Drag: + A_StartSound("DRBTFIRE", CHAN_WEAPON); + PB_FireBullets("PB_DragonsBreathTracer",8,4.5,0,-14,4.5); + break; + } + } + SHTF B 1 { + PB_SetShellSprite("SHTF","SH1F","SH2F"); + A_ZoomFactor(0.975); + //A_SetViewPitch(-3); + //A_SetViewAngle(3); + } + SHTF C 1 { + A_FireProjectile("ShotgunWad",random(-2,2),0,random(-2,2),-4,FPF_NOAUTOAIM,random(-2,2)); + PB_WeaponRecoil(-1.24,+0.44); + A_ZoomFactor(0.98); + } + SHTF D 1 { + PB_WeaponRecoil(-1.24,+0.44); + A_ZoomFactor(0.985); + } + SHTF E 1 A_ZoomFactor(0.99); + SHTF F 1 A_ZoomFactor(0.995); + SHTF G 1 A_ZoomFactor(1.0); + Pump: + Pump1: + TNT1 A 0 { + A_SetInventory("PB_LockScreenTilt",1); + A_WeaponOffset(0,32); + } + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine", 1, "MagPump"); + TNT1 A 0 A_JumpIf(CountInv("PB_PowerStrength") && Cvar.GetCvar("pb_SGPumpFromHip",player).getint() >= 1, "PumpFromHip"); + SHTG BCDEFGHIJ 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + P1Begin: + SHTA K 0; + SHTF K 0; + SHTG K 1 + { + PB_SetShellSprite("SHTG","SHTA","SHTF"); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + A_StartSound("weapons/sgmvpump",30,CHANF_OVERLAP); + } + //P1B: + TNT1 A 0 + { + switch(getshellsmode()) + { + case 1: PB_SpawnCasing("ShotgunCasing",15,-5,26,0,3,3); break; + case 2: PB_SpawnCasing("ShotgunCasing2",15,-5,26,0,3,3); break; + case 3: PB_SpawnCasing("ShotgunCasing3",15,-5,26,0,3,3); break; + } + } + //P1C: + SHTG L 1 + { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + SHTG M 2; + SHTG L 1 + { + A_SetRoll(roll+0.4,SPF_INTERPOLATE); + A_SetPitch(pitch-0.1,SPF_INTERPOLATE); + } + TNT1 A 0 A_StartSound("weapons/sgpump",11,CHANF_OVERLAP); + TNT1 A 0 A_JumpIfInventory("PB_Shell", 1,"noChamberEmpty"); //Skip this frame if the chamber isn't empty + SSHR H 1 + { + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + // A_StartSound("weapons/sgpump",11,CHANF_OVERLAP); + // return resolvestate (2); // Skip the frame with shell showing + } + SHTG K 1 + { + PB_SetShellSprite("SHTG","SHTA","SHTF"); + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + //A_StartSound("weapons/sgpump", 10,CHANF_OVERLAP); + // return resolvestate(null); + } + noChamberEmpty: + SHTG JIHGFEDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + PumpEnd: // Pump End for mag & regular. + TNT1 A 0 + { + A_SetRoll(0,SPF_INTERPOLATE); + A_SetInventory("PB_LockScreenTilt",0); + } + SHTG A 1 + { + PB_SetShellSprite("SHTG","SHTS","SHTD"); + A_DoPBWeaponAction(WRF_ALLOWRELOAD); + PB_ReFire(); + A_SetInventory("CantDoAction",0); + //return resolvestate(null); + } + Goto Ready3; + + MagPump: + TNT1 A 0 { + if(Cvar.GetCvar("pb_SGPumpFromHip",player).getint() >=1) + Return resolveState("PumpFromHip"); + Return resolveState(null); + } + TNT1 A 0 A_WeaponOffset(0,32); + SHTG BCDE 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + SHMG FGHIJ 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + SHMA K 0; + SHMF K 0; + SHMG K 1 + { + PB_SetShellSprite("SHMG","SHMA","SHMF"); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + A_StartSound("weapons/sgmvpump",31,CHANF_OVERLAP); + } + MagP1B: + TNT1 A 0 + { + switch(getshellsmode()) + { + case Shell_Buck: PB_SpawnCasing("ShotgunCasing",25,-5,19,0,3,3); break; + case Shell_Slug: PB_SpawnCasing("ShotgunCasing2",25,-5,19,0,3,3); break; + case Shell_Drag: PB_SpawnCasing("ShotgunCasing3",25,-5,19,0,3,3); break; + } + } + MagP1C: + SHMG L 1 + { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + SHTG M 2; + SHMG L 1 + { + A_SetRoll(roll+0.4,SPF_INTERPOLATE); + A_SetPitch(pitch-0.1,SPF_INTERPOLATE); + } + TNT1 A 0 A_JumpIfInventory("PB_Shell", 1,2); //Skip this frame if the chamber isn't empty + SHMG N 1 + { + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + A_StartSound("weapons/sgmvpump",32,CHANF_OVERLAP); + //return resolvestate (2); + } + SHMG K 1 + { + PB_SetShellSprite("SHMG","SHMA","SHMF"); + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + A_StartSound("weapons/sgpump", 11,CHANF_OVERLAP); + } + SHMG JIHGF 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + SHTG EDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + Goto PumpEnd; + + PumpFromHip: + TNT1 A 0 A_StartSound("weapons/sgmvpump",11,CHANF_OVERLAP); + SHSP ABCCBA 1; + TNT1 A 0 + { + switch(getshellsmode()) + { + case Shell_Buck: PB_SpawnCasing("ShotgunCasing",21,3,24,0,3,3); break; + case Shell_Slug: PB_SpawnCasing("ShotgunCasing2",21,3,24,0,3,3); break; + case Shell_Drag: PB_SpawnCasing("ShotgunCasing3",21,3,24,0,3,3); break; + } + } + TNT1 A 0 A_StartSound("weapons/sgpump",11,CHANF_OVERLAP); + SHTF GFEDC 1; + TNT1 A 0 PB_ReFire(); + goto Ready3; + + + AltFire: + TNT1 A 0 PB_jumpIfHasBarrel("PlaceBarrel","PlaceFlameBarrel","PlaceIceBarrel"); + TNT1 A 0 { + A_WeaponOffset(0,32); + A_SetRoll(0); + PB_HandleCrosshair(69); + A_SetInventory("PB_LockScreenTilt",0); + } + TNT1 A 0 A_jumpif(countinv("zoomed") > 0,"zoomout"); + TNT1 A 0 { + A_WeaponOffset(0,32); + A_StartSound("IronSights", 10,CHANF_OVERLAP); + A_SetInventory("Zoomed",1); + A_ZoomFactor(1.2); + A_SetCrosshair(5); + } + SHT8 EEDK 1 PB_SetShellSprite("SHT8","SHT6","SHT4"); + Goto Ready2; + Zoomout: + TNT1 A 0 { + A_SetInventory("Zoomed",0); + A_ZoomFactor(1.0); + PB_HandleCrosshair(69); + } + SHT8 KDEE 1 PB_SetShellSprite("SHT8","SHT6","SHT4"); + Goto Ready3; + + ReloadWithNoAmmoLeft: + Reload: + TNT1 A 0 PB_jumpIfHasBarrel("IdleBarrel","IdleFlameBarrel","IdleIceBarrel"); + TNT1 A 0 { + A_SetInventory("Reloading", 0); + A_SetInventory("Zoomed",0); + A_WeaponOffset(0,32); + A_ZoomFactor(1.0); + A_SetInventory("PB_LockScreenTilt",1); + } + SHTG A 1 { + PB_SetShellSprite("SHTG","SHTS","SHTD"); + PB_HandleCrosshair(69); + A_DoPBWeaponAction(); + } + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine",1,"MagReload"); + + ReloadActuallyBegin: + TNT1 A 0 PB_checkReload("DoEmptyReload","Ready3","NoAmmo",9,1); + ReloadNormally: + SHTG BCDEFGHIJ 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + TNT1 A 0 A_SetInventory("PBPumpShotgunHasUnloaded", 0); + ShellChecker: + TNT1 A 0 A_JumpIf(CountInv("PB_Shell") < 1 || countinv("shotgunAmmo") >= 9,"ReloadFinished"); + SSHR A 1 { + A_DoPBWeaponAction(WRF_NOBOB); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + } + TNT1 A 0 A_JumpIfInventory("PBPumpShotgunWasEmpty", 1, "ChamberInsertShell"); + SSHR BCD 1 PB_SetShellSprite("SSHR","SHTS","SHTD"); + TNT1 A 0 A_StartSound("insertshell", 10,CHANF_OVERLAP); + SSHR E 1 A_SetPitch(pitch-0.2,SPF_INTERPOLATE); + SSHR FG 1 { + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + A_DoPBWeaponAction(WRF_NOBOB); + } + TNT1 A 0 { + A_Giveinventory("ShotgunAmmo",1); + A_Takeinventory("PB_Shell",1); + } + TNT1 A 0 A_DoPBWeaponAction(WRF_NOBOB); + loop; + + DoEmptyReload: + TNT1 A 0 A_SetInventory("PBPumpShotgunWasEmpty", 1); + goto ReloadNormally; + + ChamberInsertShell: + TNT1 A 0 A_SetInventory("PBPumpShotgunWasEmpty",0); + SSHR A 1 A_DoPBWeaponAction(WRF_NOBOB); + SSHR H 2 A_StartSound("weapons/sgmvpump",10,CHANF_OVERLAP); + SSHR I 3 A_StartSound("insertshell",10,CHANF_OVERLAP); + SSHR J 1; + SSHR KLMNOPP 1 PB_SetShellSprite("SSHR","SHTS","SHTD"); + TNT1 A 0 + { + A_StartSound("weapons/sgpump",10,CHANF_OVERLAP); + A_Giveinventory("ShotgunAmmo",1); + A_Takeinventory("PB_Shell",1); + } + Goto ShellChecker; + + ReloadFinished: + SSHR A 1; + SHTG JIHGFEDCBA 1 + { + A_DoPBWeaponAction(WRF_NOBOB); + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + } + TNT1 A 0 + { + A_SetInventory("Reloading",0); + A_SetInventory("PB_LockScreenTilt",0); + A_SetRoll(0,SPF_INTERPOLATE); + } + Goto Ready3; + + MagReload: + BeginMagReload: + TNT1 A 0 PB_checkReload(null,"Ready3","NoAmmo",11,1); + SHTG BCDE 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + TNT1 A 0 A_JumpIfInventory("PBPumpShotgunHasUnloaded",1,"toinsert"); + SHMG FGHI 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + Goto ActuallyBeginMagReload; + toinsert: + SHTG GH 1; + Goto InsertMag; + ActuallyBeginMagReload: + TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",11,"Ready3"); + SHTN ABCDEFG 1; + TNT1 A 0 A_StartSound("weapons/shotgunmag/magout", 10,CHANF_OVERLAP); + TNT1 A 0 A_JumpIf(CountInv("ShotgunAmmo") <= 1,"EmptyMagReload"); + SHTM GFEDCB 1 PB_SetShellSprite("SHTM","SHMS","SHMD"); + goto InsertMag; + + EmptyMagReload: + SHTN GHIJKL 1; + TNT1 A 0 A_JumpIf(countinv("ShotgunAmmo") > 0,"InsertMag"); + TNT1 A 0 PB_SpawnCasing("EmptyClipMP40", 45.6, 9, 18.75,frandom(-1,1),frandom(-1.2, -0.6), frandom(1,-1)); + //TNT1 A 0 A_FireCustomMissile("EmptyClipMP40",-5,0,8,-4); + InsertMag: + SHTM A 4; + SHTM BCDEFG 1 PB_SetShellSprite("SHTM","SHMS","SHMD"); + SHTM H 1 A_StartSound("weapons/shotgunmag/magin", 10,CHANF_OVERLAP); + SHTM I 1; + SHTM JKLMN 1; + TNT1 A 0 { + if(CountInv("ShotgunAmmo") == 0) + + PB_AmmoIntoMag("ShotgunAmmo","PB_Shell",10,1); + else + PB_AmmoIntoMag("ShotgunAmmo","PB_Shell",11,1); + + } + LoadChamberMag: + SHMG J 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + SHMA K 0; + SHMF K 0; + SHMG N 1 + { + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + A_StartSound("weapons/sgmvpump",10,CHANF_OVERLAP); + } + SHMG L 1 + { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + SHTG M 2; + SHMG L 1 + { + A_SetRoll(roll+0.4,SPF_INTERPOLATE); + A_SetPitch(pitch-0.1,SPF_INTERPOLATE); + } + SHMG K 1 + { + PB_SetShellSprite("SHMG","SHMA","SHMF"); + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + A_StartSound("weapons/sgpump", 10,CHANF_OVERLAP); + } + SHMG J 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + ReloadMagFinished: + SHTM OPQR 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + SHTG EDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + TNT1 A 0 + { + A_SetInventory("Reloading",0); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("PBPumpShotgunHasUnloaded",0); + A_SetRoll(0,SPF_INTERPOLATE); + } + TNT1 A 0 PB_ReFire(); + Goto Ready3; + + + Weaponspecial: + TNT1 A 0 A_takeinventory("GoWeaponSpecialAbility",1); //avoid infinite loops + TNT1 A 0 PB_jumpIfHasBarrel("IdleBarrel","IdleFlameBarrel","IdleIceBarrel"); + TNT1 A 0 A_SetInventory("GoWeaponSpecialAbility",0); + TNT1 A 0 A_zoomfactor(1.0); + //TNT1 A 0 A_JumpIfInventory("Zoomed",1,"Ready2"); + SHZA ABCDEFGHIJKLMNOP 0; + SHZB ABCDEFGHIJKLMNOP 0; + goto HandleUpgradeSpecial; + HandleUpgradeSpecial: + TNT1 A 0 pb_handlewheel(); + TNT1 A 0 A_jumpif(Cvar.GetCvar("pb_SGAltAmmoSwap",player).getint() >= 1,"AltTubeAmmoSwap"); + SHTZ PON 1 PB_SetShellSprite("SHTZ","SHZA","SHZB"); + SHTZ M 1; + TNT1 A 0 A_StartSound("weapons/shotgun/detach", 10,CHANF_OVERLAP); + SHTZ LKJIHGFED 1 PB_SetShellSprite("SHTZ","SHZA","SHZB"); + SHTZ CBAABC 1; + TNT1 A 0 { + if(CountInv("SelectShotgun_Buckshot") >= 1) + setShellsMode(Shell_Buck); + if(CountInv("SelectShotgun_Slugshot") >= 1) + setShellsMode(Shell_Slug); + if(CountInv("SelectShotgun_Dragonsbreath") >= 1) + setShellsMode(Shell_Drag); + } + SHTZ DEFGHIJKL 1 PB_SetShellSprite("SHTZ","SHZA","SHZB"); + SHTZ M 1; + TNT1 A 0 A_StartSound("weapons/shotgun/attach", 10,CHANF_OVERLAP); + SHTZ NOP 1 PB_SetShellSprite("SHTZ","SHZA","SHZB"); + SHTG A 1 PB_SetShellSprite("SHTG","SHTS","SHTD"); + TNT1 A 0 pb_postwheel(); + goto ready3; + + CancelWheel: + //TNT1 A 1; + TNT1 A 0 pb_postwheel(); + goto ready; + + Unload: + SHTG A 1 { + A_ZoomFactor(1.0); + A_WeaponOffset(0,32); + A_SetInventory("Unloading",0); + A_SetInventory("ADSmode",0); + A_SetInventory("Zoomed",0); + A_SetInventory("PBPumpShotgunWasEmpty",1); + A_SetInventory("PB_LockScreenTilt",1); + } + TNT1 A 0 A_Jumpif(countinv(invoker.UnloaderToken) > 0 || countinv(invoker.ammotype2) < 1,"Ready3"); + //TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,1) + //Goto Ready3 + SHTG BCDE 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine",1,"MagUnload"); + SHTG FGHIJ 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + + ActuallyUnload: + TNT1 A 0 A_JumpIf(CountInv("ShotgunAmmo") <= 0,"FinishUnload"); + TNT1 A 0 A_StartSound("weapons/sgmvpump"); + SHTG K 1 + { + PB_SetShellSprite("SHTG","SHTA","SHTF"); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + } + SHTG L 1 { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + SHTG M 1; + SHTG L 1 { + A_SetRoll(roll+0.4,SPF_INTERPOLATE); + A_SetPitch(pitch-0.1,SPF_INTERPOLATE); + } + //TNT1 A 0 A_JumpIfInventory("PB_Shell", 1,3); + SSHR H 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE);// So the chamber shows as being empty + TNT1 A 0; //{ return resolvestate (2); } // Skip This Frame if the shotgun isn't loaded. + SHTG K 1 { + PB_SetShellSprite("SHTG","SHTA","SHTF"); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + } + SHTG J 1 { + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + A_StartSound("weapons/sgmvpump", 10,CHANF_OVERLAP); + A_Takeinventory("ShotgunAmmo",1); + A_Giveinventory("PB_Shell",1); + } + goto ActuallyUnload; + + FinishUnload: + SHTG IHGFEDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + TNT1 A 0 { + A_SetRoll(0,SPF_INTERPOLATE); + A_SetInventory("PBPumpShotgunHasUnloaded", 1); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("Unloading",0); + } + Goto Ready3; + + MagUnload: + SHMG FGHIJ 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + SHTN ABCDEFG 1; + TNT1 A 0 A_StartSound("weapons/shotgunmag/magout", 10,CHANF_OVERLAP); + SHTN HIJKL 1; + TNT1 A 0 PB_UnloadMag("ShotgunAmmo","PB_Shell",1); + Goto FinishUnload; + + + + // + // + // ADS stuff + // + // + + Ready2: + TNT1 A 0 { + A_SetRoll(0); + A_SetCrosshair(5); + A_SetInventory("PB_LockScreenTilt",0); + } + ReadyToFire2: + SHT8 A 1 + { + PB_SetShellSprite("SHT8","SHT6","SHT4"); + if (CountInv("PumpshotgunMagNotInserted") >= 1 ) + return resolvestate("InsertMagShotgunRespectAlreadyRespected"); + + //Updated code for far superior smooth gameplay + if(Cvar.GetCvar("pb_toggle_aim_hold",player).getint() == 1) + { + if(!PressingAltfire() || JustReleased(BT_ALTATTACK)) + return resolvestate("Zoomout"); + + if (PressingFire() && PressingAltfire() && CountInv("ShotgunAmmo") > 0) + return resolvestate("Fire2"); + + return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOSECONDARY, CheckUnloaded("PBPumpShotgunHasUnloaded")); + } + else + { + if (PressingFire() && CountInv("ShotgunAmmo") > 0 ) + return resolvestate("Fire2"); + + return A_DoPBWeaponAction(WRF_ALLOWRELOAD, CheckUnloaded("PBPumpShotgunHasUnloaded")); + } + return resolvestate(null); + } + Loop; + + Fire2: + TNT1 A 0 { + A_WeaponOffset(0,32); + A_SetCrosshair(5); + } + TNT1 A 0 PB_jumpIfNoAmmo("Reload",1); + TNT1 A 0 + { + PB_QuakeCamera(7, 3); + A_AlertMonsters(); + A_Fireprojectile("YellowFlareSpawn", 0, 0, 0, 0); + PB_LowAmmoSoundWarning("shotgun"); + A_TakeInventory("ShotgunAmmo", 1); + A_Fireprojectile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17)); + A_Fireprojectile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17)); + A_Fireprojectile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17)); + A_Fireprojectile("ShotgunParticles", random(-17,17), 0, -1, random(-17,17)); + PB_GunSmoke(-1,0,0); + PB_GunSmoke(1,0,0); + PB_DynamicTail("shotgun", "shotgun"); + A_SetInventory("CantDoAction",1); + + switch(getshellsmode()) + { + case Shell_Buck: + A_StartSound("weapons/sg", CHAN_Weapon, CHANF_DEFAULT, 1.0, ATTN_NORM, frandom(0.95, 1.05)); + PB_FireBullets("PB_12GAPellet",9,3,0,0,3); + break; + case Shell_Slug: + A_StartSound("SlugShot", CHAN_WEAPON); + A_FireProjectile("PB_12GASlug", frandom(-0.1,0.1),0,0,0, FPF_NOAUTOAIM, frandom(-0.1,0.1)); + break; + case Shell_Drag: + A_StartSound("DRBTFIRE", CHAN_WEAPON); + PB_FireBullets("PB_DragonsBreathTracer",8,4.5,0,-14,4.5); + break; + } + } + + AltFireAnimBegin: + SHT8 F 1 BRIGHT + { + PB_SetShellSprite("SHT8","SHT6","SHT4"); + A_Fireprojectile("ShotgunWad",random(-2,2),0,random(-2,2),-3,FPF_NOAUTOAIM,random(-2,2)); //Keeping the shotgun wad projectile + PB_WeaponRecoil(-0.3,-0.25); + } + TNT1 A 0 A_jumpif(CountInv("PB_PowerStrength") >=1,"BerserkAltPump1"); + SHT8 GHI 1 + { + PB_SetShellSprite("SHT8","SHT6","SHT4"); + PB_WeaponRecoil(-1,0); + } + TNT1 A 0 { + if(Cvar.GetCvar("pb_toggle_aim_hold",player).getint()) + { + if (!PressingAltfire() && CountInv("ShotgunAmmo") > 1) + { + A_SetInventory("Zoomed",0); + A_ZoomFactor(1.0); + PB_HandleCrosshair(69); + return resolvestate("Pump1"); + } + } + return resolvestate(null); + } + //Goto AltPump1; + AltPump1: + TNT1 A 0 A_Startsound("weapons/sgmvpump",23,CHANF_OVERLAP); + SHT8 IHGJKLMN 1 PB_SetShellSprite("SHT8","SHT6","SHT4"); + AltPump1B: + SHT8 OPQR 1; + TNT1 A 0 { + switch(getshellsmode()) + { + case Shell_Buck: PB_SpawnCasing("ShotgunCasing",18,3,30,0,3,3); break; + case Shell_Slug: PB_SpawnCasing("ShotgunCasing2",18,3,30,0,3,3); break; + case Shell_Drag: PB_SpawnCasing("ShotgunCasing3",18,3,30,0,3,3); break; + } + } + AFP1E: + TNT1 A 0 A_Startsound("weapons/sgpump",32,CHANF_OVERLAP); + SHT8 STQO 1; + SHT8 NMLKJ 1 PB_SetShellSprite("SHT8","SHT6","SHT4"); + SHT8 A 1 + { + A_SetInventory("CantDoAction",0); + PB_SetShellSprite("SHT8","SHT6","SHT4"); + + if(Cvar.GetCvar("pb_toggle_aim_hold",player).getint()) + { + if(JustReleased(BT_ALTATTACK)) + return resolvestate("Zoomout"); + if (JustPressed(BT_ATTACK) && PressingAltfire()) + return resolvestate("Fire2"); + } + else + { + if(PressingAltfire()) + return resolvestate("Zoomout"); + if (JustPressed(BT_ATTACK)) + return resolvestate("Fire2"); + PB_ReFire("Fire2"); + } + return A_DoPBWeaponAction(WRF_ALLOWRELOAD|WRF_NOFIRE); + } + Goto Ready2; + + + BerserkAltPump1: + TNT1 A 0 A_Startsound("weapons/sgmvpump",11,CHANF_OVERLAP); + SHT8 KLMN 1 PB_SetShellSprite("SHT8","SHT6","SHT4"); + Goto AltPump1B; + + + // + // flashes + // + ShotFlash: + TNT1 A 0 A_Jump(256, "Flash1", "Flash2", "Flash3"); + Flash1: + SH10 AB 1 BRIGHT; + Stop; + Flash2: + SH10 CD 1 BRIGHT; + Stop; + Flash3: + SH10 EF 1 BRIGHT; + Stop; + + + FlashKicking: + TNT1 A 0 PB_jumpIfHasBarrel("FlashBarrelKicking","FlashBarrelKicking","FlashBarrelKicking"); + TNT1 A 0 A_WeaponOffset(0,32); + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine", 1, "MagFlashKick"); + SHTG CDFGHI 1; + SHTG J 2; + SHTG IHGEDB 1; + Goto Ready3; + + MagFlashKick: + SHTG CD 1; + SHMG FGH 1; + SHMG I 1; + SHMG J 2; + SHMG IHG 1; + SHTG EDB 1; + Goto Ready3; + + FlashAirKicking: + TNT1 A 0 PB_jumpIfHasBarrel("FlashBarrelAirKicking","FlashBarrelAirKicking","FlashBarrelAirKicking"); + TNT1 A 0 A_WeaponOffset(0,32); + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine", 1, "MagFlashAirKick"); + SHTG CDFGHI 1; + SHTG J 4; + SHTG IHGEDBB 1; + Goto Ready3; + + MagFlashAirKick: + SHTG CD 1; + SHMG FGHI 1; + SHMG I 4; + SHMG IHG 1; + SHTG EDBB 1; + Goto Ready3; + + FlashSlideKicking: + TNT1 A 0 PB_jumpIfHasBarrel("FlashBarrelSlideKicking","FlashBarrelSlideKicking","FlashBarrelSlideKicking"); + TNT1 A 0 A_WeaponOffset(0,32); + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine", 1, "MagFlashSlideKicking"); + SHTG CDFGHIJJJJJJJJJJJJJIHGEDB 1; + Goto Ready3; + + MagFlashSlideKicking: + SHTG CD 1; + SHMG FGHIJJJJJJJJJJJJJIHGE 1; + SHTG DC 1; + Goto Ready3; + + FlashSlideKickingStop: + TNT1 A 0 PB_jumpIfHasBarrel("FlashBarrelSlideKickingStop","FlashBarrelSlideKickingStop","FlashBarrelSlideKickingStop"); + TNT1 A 0 A_WeaponOffset(0,32); + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine", 1, "MagFlashSlideKickingStop"); + SHTG JIHGEDB 1; + Goto Ready3; + + MagFlashSlideKickingStop: + SHMG JIHGF 1; + SHTG DC 1; + Goto Ready3; + + FlashPunching: + TNT1 A 0 PB_jumpIfHasBarrel("FlashBarrelPunching","FlashBarrelPunching","FlashBarrelPunching"); + TNT1 A 0 A_WeaponOffset(0,32); + TNT1 A 0 A_JumpIfInventory("PumpshotgunMagazine", 1, "MagFlashPunch"); + SHTG CDFGHI 1; + SHTG J 2; + SHTG IHGEDB 1; + Stop; + MagFlashPunch: + SHTG CD 1; + SHMG FGH 1; + SHMG I 1; + SHMG J 2; + SHMG IHG 1; + SHTG EDB 1; + Stop; + + //alternative ammo swap thing + //Start of transplant + AltTubeAmmoSwap: + TNT1 A 0 A_Setinventory("CantWeaponSpecial", 1); + TNT1 A 0 A_JumpIfInventory("DragonBreathUpgrade",1,"AltMagAmmoSwap"); + TNT1 A 0 { + If((CountInv("PB_Shell") <=2) && (CountInv("ShotgunAmmo") <=2)) + { + A_Log("You Need At Least 2 Rounds of Ammo for Swap"); + A_Setinventory("SelectShotgun_Buckshot", 0); + A_Setinventory("SelectShotgun_Slugshot", 0); + A_Setinventory("SelectShotgun_Dragonsbreath", 0); + A_Setinventory("SelectShotgun_No", 0); + A_Setinventory("CantWeaponSpecial",0); + return resolvestate("Ready3"); + } + return resolvestate(null); + } + TNT1 A 0 A_SetInventory("SG_IsSwapping",1); + SHTG BCDEFGHI 1; + TNT1 A 0 A_JumpIf(CountInv("ShotgunAmmo") >= 1,"EmptyTube"); + SHTG I 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + SHTG Z 1; + SHTG L 1 + { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + goto ClearedChamber; + EmptyTube: + //need to add token so if you shoot during this reload it cleans things up + //also a park token for excess ammo + TNT1 A 0 A_JumpIf(CountInv("ShotgunAmmo") == 1,"ClearChamberForTubeSwap"); + TNT1 A 0 A_Startsound("weapons/sgmvpump"); + SHTG K 1{ + PB_SetShellSprite("SHTG","SHTA","SHTF"); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + } + SHTG L 1 { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + SHTG M 1; + SHTG L 1 { + A_SetRoll(roll+0.4,SPF_INTERPOLATE); + A_SetPitch(pitch-0.1,SPF_INTERPOLATE); + } + TNT1 A 0 A_JumpIfInventory("PB_Shell", 1,3); //not sure how this is suppossed to work + SSHR H 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); // So the chamber shows as being empty + //TNT1 A 0 { return resolvestate (2); } // Skip This Frame if the shotgun isn't loaded. + SHTG K 1 { + PB_SetShellSprite("SHTG","SHTA","SHTF"); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + } + SHTG J 1 { + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + A_Startsound("weapons/sgpump", 19,CHANF_OVERLAP); + A_Takeinventory("ShotgunAmmo",1); + A_Giveinventory("PB_Shell",1); + } + SSHR A 0; //PB_ReFire + TNT1 A 0; //A_DoPBWeaponAction(WRF_NOBOB) + goto EmptyTube; + ClearChamberForTubeSwap: + SHTG I 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + TNT1 A 0 A_WeaponOffset(0,32); + SHTG J 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + //TNT1 A 0 A_TakeInventory("ShotgunAmmo",1) + SHTG K 1 + { + PB_SetShellSprite("SHTG","SHTA","SHTF"); + switch(getshellsmode()) + { + case Shell_Buck: PB_SpawnCasing("ShotgunCasingRedLive",15,-5,26,0,3,3); break; + case Shell_Slug: PB_SpawnCasing("ShotgunCasingGreenLive",15,-5,26,0,3,3); break; + case Shell_Drag: PB_SpawnCasing("ShotgunCasingOrangeLive",15,-5,26,0,3,3); break; + } + A_TakeInventory("ShotgunAmmo",1); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + A_Startsound("weapons/sgmvpump",19,CHANF_OVERLAP); + } + ClearedChamber: + TNT1 A 0 { + if (CountInv("SelectShotgun_Buckshot") >= 1) + { + setShellsMode(Shell_Buck); + //A_Print("$PB_SGBUCKLD"); + } + if (CountInv("SelectShotgun_Slugshot") >= 1) + { + setShellsMode(Shell_Slug); + //A_Print("$PB_SGSLUGLD"); + } + if (CountInv("SelectShotgun_Dragonsbreath") >= 1) + { + setShellsMode(Shell_Drag); + //A_Print("$PB_SGDBLD"); + } + pb_postwheel(); + } + SHTS KLMNOPP 0; + SHTD KLMNOPP 0; + SHTG L 1 { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + TNT1 A 0 A_JumpIfInventory("PB_Shell", 1, 1); + SSHR I 3 A_Startsound("insertshell",19,CHANF_OVERLAP) ; + SSHR JKLMNOPP 1 PB_SetShellSprite("SSHR","SHTS","SHTD"); + TNT1 A 0 { + A_Startsound("weapons/sgpump",19,CHANF_OVERLAP); + A_Giveinventory("ShotgunAmmo",1); + A_Takeinventory("PB_Shell",1); + A_SetInventory("SG_IsSwapping",0); + } + LoadTube: + TNT1 A 0 A_jumpif(countinv("PB_Shell") < 1 || countinv("ShotgunAmmo") >= 9,"TubeSwapFinal"); + SSHR BCD 1 PB_SetShellSprite("SSHR","SHTS","SHTD"); + TNT1 A 0 A_Startsound("insertshell", 19,CHANF_OVERLAP); + SSHR E 1 A_SetPitch(pitch-0.2,SPF_INTERPOLATE); + SSHR FG 1 { + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + A_DoPBWeaponAction(WRF_NOBOB); + } + TNT1 A 0 { + A_Giveinventory("ShotgunAmmo",1); + A_Takeinventory("PB_Shell",1); + } + TNT1 A 0 pb_postwheel(); + SSHR A 0 PB_ReFire(); + TNT1 A 0 A_DoPBWeaponAction(WRF_NOBOB); + goto LoadTube; + TubeSwapFinal: + SHTG IHGFEDCB 1; + TNT1 A 0 pb_postwheel(); + goto Ready3; + + AltMagAmmoSwap: + TNT1 A 0 + { + if(CountInv("PB_Shell")<=10) + { + A_Setinventory("SelectShotgun_Slugshot", 0); + A_Setinventory("SelectShotgun_Buckshot", 0); + A_Setinventory("SelectShotgun_Dragonsbreath", 0); + A_Setinventory("SelectShotgun_No", 0); + A_Setinventory("CantWeaponSpecial",0); + A_Log("You need at least 10 rounds for ammo type swap"); + return resolvestate("Ready3"); + } + return resolvestate(null); + } + SHTG BCDE 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + TNT1 A 0 A_JumpIfInventory("PBPumpShotgunHasUnloaded",1,"ToInsermagSwap"); //i hate offset jumps + SHMG FGHI 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + Goto BeginMagAmmoSwap; + ToInsermagSwap: + SHTG GH 1; + Goto InsertMagAmmoSwap; + BeginMagAmmoSwap: + SHTN ABCDEFG 1; + TNT1 A 0 A_Startsound("weapons/shotgunmag/magout", 19,CHANF_OVERLAP); + TNT1 A 0 A_JumpIf(CountInv("ShotgunAmmo") <= 1,"EmptyMagReloadSwap"); + SHTM GFEDCB 1 PB_SetShellSprite("SHTM","SHMS","SHMD"); + goto InsertMagAmmoSwap; + EmptyMagReloadSwap: + SHTN GHIJKL 1; + TNT1 A 0 A_JumpIfInventory("ShotgunAmmo",1,2); + TNT1 A 0 A_FireCustomMissile("EmptyClipMP40",-5,0,8,-4); + InsertMagAmmoSwap: + SHMS BCDEFG 0; + SHMD BCDEFG 0; + SHTM A 4; + TNT1 A 0 { + if (CountInv("SelectShotgun_Buckshot") >= 1) + { + setShellsMode(Shell_Buck); + //A_Print("$PB_SGBUCKLD"); + } + if (CountInv("SelectShotgun_Slugshot") >= 1) + { + setShellsMode(Shell_Slug); + //A_Print("$PB_SGSLUGLD"); + } + if (CountInv("SelectShotgun_Dragonsbreath") >= 1) + { + setShellsMode(Shell_Drag); + //A_Print("$PB_SGDBLD"); + } + } + SHTM BCDEFG 1 PB_SetShellSprite("SHTM","SHMS","SHMD"); + SHTM H 1 A_Startsound("weapons/shotgunmag/magin", 19,CHANF_OVERLAP); + SHTM I 1 A_Startsound("insertshell", 19,CHANF_OVERLAP); + SHTM JKLMN 1; + TNT1 A 0 A_JumpIf(CountInv("ShotgunAmmo")==0,"EmptyChamberSwap"); + SHMG HIJ 1 A_SetRoll(roll-0.1,SPF_INTERPOLATE); + SHMA K 0; + SHMF K 0; + SHMG K 1 + { + PB_SetShellSprite("SHMG","SHMA","SHMF"); + switch(getshellsmode()) + { + case Shell_Buck: PB_SpawnCasing("ShotgunCasingRedLive",28,-5,30,3,3,3); break; + case Shell_Slug: PB_SpawnCasing("ShotgunCasingGreenLive",28,-5,30,3,3,3); break; + case Shell_Drag: PB_SpawnCasing("ShotgunCasingOrangeLive",28,-5,30,3,3,3); break; + } + A_TakeInventory("ShotgunAmmo",1); + A_SetRoll(roll-0.1,SPF_INTERPOLATE); + A_Startsound("weapons/sgmvpump",19,CHANF_OVERLAP); + + } + EmptyChamberSwap: + SHMG L 1 + { + A_SetRoll(roll-0.4,SPF_INTERPOLATE); + A_SetPitch(pitch+0.1,SPF_INTERPOLATE); + } + SHTG M 2; + SHMG L 1 + { + A_SetRoll(roll+0.4,SPF_INTERPOLATE); + A_SetPitch(pitch-0.1,SPF_INTERPOLATE); + } + SHMG K 1 + { + PB_SetShellSprite("SHMG","SHMA","SHMF"); + A_SetRoll(roll+0.1,SPF_INTERPOLATE); + A_Startsound("weapons/sgpump", 19,CHANF_OVERLAP); + } + SHMG JI 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + TNT1 A 0 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + TNT1 A 0 PB_AmmoIntoMag("ShotgunAmmo","PB_Shell",10,1); + ReloadMagSwapFinished: + TNT1 A 0 pb_postwheel(); + SHTM OPQR 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + SHTG EDCB 1 A_SetRoll(roll+0.1,SPF_INTERPOLATE); + TNT1 A 0 + { + A_SetInventory("Reloading",0); + A_SetInventory("PB_LockScreenTilt",0); + A_SetInventory("PBPumpShotgunHasUnloaded",0); + A_SetRoll(0,SPF_INTERPOLATE); + } + TNT1 A 0 pb_postwheel(); + TNT1 A 0 PB_ReFire(); + Goto Ready3; + + //End of transplant + } + + action state pb_handlewheel() + { + A_Setinventory("CantWeaponSpecial", 1); + + bool docancel = false; + if(countinv("SelectShotgun_No") > 0) + { + A_Log("Ammo type not available"); + docancel = true; + } + int actmode = getshellsmode(); + if((actmode == Shell_Slug && CountInv("SelectShotgun_Slugshot") >= 1) || + (actmode == Shell_Drag && CountInv("SelectShotgun_Dragonsbreath") >= 1) || + (actmode == Shell_Buck && CountInv("SelectShotgun_Buckshot") >= 1)) + { + A_Log("Ammo type already selected"); + docancel = true; + } + + if(docancel) + { + pb_postwheel(); + return resolvestate("Ready3"); + } + else + { + if(CountInv("SelectShotgun_Slugshot")>=1) + A_Print("$PB_SGSLUGLD"); + if(CountInv("SelectShotgun_Dragonsbreath")>=1) + A_Print("$PB_SGDBLD"); + if(CountInv("SelectShotgun_Buckshot")>=1) + A_Print("$PB_SGBUCKLD"); + //if(Cvar.GetCvar("pb_SGAltAmmoSwap",player).getint() >= 1) + // Return resolvestate("AltTubeAmmoSwap"); + } + return resolvestate(null); + + } + + action void pb_postwheel() + { + A_SetInventory("SelectShotgun_Buckshot", 0); + A_SetInventory("SelectShotgun_Slugshot", 0); + A_SetInventory("SelectShotgun_Dragonsbreath", 0); + A_SetInventory("SelectShotgun_No", 0); + A_Setinventory("GoWeaponSpecialAbility", 0); + A_Setinventory("CantWeaponSpecial" , 0); + A_SetInventory("Zoomed",0); + } + + action int getShellsMode() + { + return invoker.ShellsMode; + } + + action void setShellsMode(int mode) + { + invoker.ShellsMode = mode; + } + + action void PB_SetShellSprite(string buck, string slug, string drag) + { + int mode = clamp(getShellsMode(),1,3); //just in case + switch(mode) + { + case Shell_Buck: A_SetWeaponSprite(buck); break; + case Shell_Slug: A_SetWeaponSprite(slug); break; + case Shell_Drag: A_SetWeaponSprite(drag); break; + } + } + + override void beginplay() + { + ShellsMode = 1; + super.beginplay(); + } + + +} + + +Class ShotgunAmmo : Ammo +{ + default + { + Inventory.Amount 0; + Inventory.MaxAmount 9; + Ammo.BackpackAmount 0; + Ammo.BackpackMaxAmount 9; + +INVENTORY.IGNORESKILL; + Inventory.Icon "SHTCA0"; + } +} + + +//respective tokens for the shotgun +Class SelectShotgun_Buckshot : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class SelectShotgun_Slugshot : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class SelectShotgun_Dragonsbreath : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class SelectShotgun_NO : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class SG_IsSwapping : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class Pumping : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class HasSlugs : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +class HasDragonBreath : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class HasBuckShot : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class DragonBreathUpgrade : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class IsCocking : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class ShotgunWasEmpty : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class PBPumpShotgunWasEmpty : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class PBPumpShotgunHasUnloaded: Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class RespectShotgun : Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class PumpshotgunMagazine: Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class PumpshotgunMagNotInserted: Inventory +{ + default + { + Inventory.MaxAmount 1; + } +} + +Class PB_SGMagazine: PB_UpgradeItem +{ + default + { + //$Title Shotgun Magazine Upgrade + //$Category Project Brutality - Weapon Upgrades + //$Sprite 9SMUA0 + //SpawnID 9310 + //Game "Doom"; + Height 24; + +INVENTORY.ALWAYSPICKUP + +COUNTITEM + Inventory.Pickupsound "SHOTPICK"; + Inventory.PickupMessage "Pump Shotgun Upgrade! (Mag + Dragon's Breath shells)"; + Tag "Pump Shotgun Magazine"; + Scale 0.45; + FloatBobStrength 0.5; + } + States + { + + Spawn: + VSMU A 0 NoDelay; + 9SMU A 10 A_PbvpFramework("VSMU"); + "####" A 0 A_PbvpInterpolate(); + LOOP; + + Pickup: + //TNT1 A 0 ACS_NamedExecuteAlways("PumpShotgunMag", 0); + TNT1 A 0; + TNT1 A 0 + { + A_GiveInventory("PB_Shotgun", 1); + A_GiveInventory("DragonBreathUpgrade", 1); + A_giveinventory("ShotgunAmmo",1); + + let sgam = Ammo(findinventory("ShotgunAmmo")); //no more acs for this + if(sgam) + { + sgam.maxamount = 11; + sgam.backpackmaxamount = 11; + } + A_GiveInventory("PB_Shell", 20); + A_GiveInventory("ShotgunAmmo", 10); + if(CountInv("PumpShotgunMagazine") == 0) {A_GiveInventory("PumpshotgunMagNotInserted", 1);} + A_GiveInventory("PumpshotgunMagazine", 1); + } + Stop; + } +} \ No newline at end of file diff --git a/zscript/gearbox/pb/tokens.zs b/zscript/gearbox/pb/tokens.zs index cd01dea9ee..b31043a7c9 100644 --- a/zscript/gearbox/pb/tokens.zs +++ b/zscript/gearbox/pb/tokens.zs @@ -309,6 +309,28 @@ Class PB_SMGWheel : wheelinfocontainer spw.Push(smg_laser); } + if(!requester.FindInventory("SilencedSMG")) + { + PB_SpecialWheel_Mode smg_silencer = new ("PB_SpecialWheel_Mode"); + smg_silencer.img = "sprites/weapons/Slot 2/UACSMG/silencer_icon.png"; + smg_silencer.Alias = "Screw On Silencer"; + smg_silencer.tokentogive = "SelectSilencedSMG"; + smg_silencer.scalex = iconscale.x; + smg_silencer.scaley = iconscale.y; + + spw.Push(smg_silencer); + } + else + { + PB_SpecialWheel_Mode smg_silencer = new ("PB_SpecialWheel_Mode"); + smg_silencer.img = "sprites/weapons/Slot 2/UACSMG/Pickup/ATFLA0.png"; + smg_silencer.Alias = "Screw Off Silencer"; + smg_silencer.tokentogive = "SelectSilencedSMG"; + smg_silencer.scalex = iconscale.x; + smg_silencer.scaley = iconscale.y; + + spw.Push(smg_silencer); + } } }